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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2982033 on 2016/05/18 by Chad.Garyet Checking in progress on the ue4 BuildGraph conversion. Builds and Compiles editor and game on all platforms Builds DDC on win64 and mac Builds Tools on win64 Change 3047983 on 2016/07/13 by Ben.Marsh PR #2597: Fix P4 environment used for running BuildUGS commandlet (Contributed by paulevans) Change 3048267 on 2016/07/13 by Ben.Marsh BuildGraph: Allow more permissive list of characters for node names; just restrict against characters which are illegal in filenames. Allows creating aggregate names which match job names (eg. "Editor, Tools & Monolithics"). Change 3048293 on 2016/07/13 by Ben.Marsh BuildGraph: Allow passing -listonly without a specific -target=... parameter in BuildGraph, to see the contents of the entire script. Change 3048454 on 2016/07/13 by Ben.Marsh BuildGraph: Disable output of error messages when just printing the contents of the graph. Change 3048507 on 2016/07/13 by Ben.Marsh BuildGraph: Rename "Ticket" to "Token" for files used to ensure exclusive access to run part of a build. Change 3049459 on 2016/07/14 by Matthew.Griffin Updated location of HTML5 SDKs for Installed Builds #jira UE-32171 Change 3049675 on 2016/07/14 by Matthew.Griffin Ensured that all platforms are registered when running -validateplatform command #jira UE-31082 Change3049922on 2016/07/14 by Ben.Marsh UBT: Fix path to XML config file in boilerplate message. Change 3051483 on 2016/07/15 by Ben.Marsh EC: Remove code to prettify node names, now that we can have pretty node names explicitly. Change3051522on 2016/07/15 by Ben.Marsh BuildGraph: Change spawn task to fail if a non-zero exit code is returned by an external program. The minimum exit code to be treated as an error can be set using the "ErrorLevel" attribute, similar to ERRORLEVEL in DOS. Change 3051770 on 2016/07/15 by Ben.Marsh UGS: Add support for narrowing virtual streams; fetch event and precompiled binaries for parent stream instead. Change 3052990 on 2016/07/17 by Ben.Marsh Show the names of people with notifications disabled in the heading of failure emails, so it's clear that they're not on CC. Change 3053556 on 2016/07/18 by Ben.Marsh BuildGraph: Add a explicit <Option> tag instead of the <Property Default=""/> shenanigans, so that properties that are meant to be modified by the user are listed explicitly. Supported attributes are "DefaultValue" (which specifies a default if the user does not set it on the command line), "Description" (which explains the purpose of the option to users, which is displayed in a table when BuildGraph is invoked with the -listonly argument), and "Restrict" (which specifies a regex to validate an argument supplied by the user). Also add an <EnvVar Name="Blah"/> tag which imports the given environment variable as a property (or sets it to "" if it doesn't exist), and rename the <Choose>/<Option>/<Otherwise> triple to <Switch>/<Case>/<Default> to avoid confusion with the new <Option> tag. Change 3053688 on 2016/07/18 by Ben.Marsh Update build scripts to link to p4-swarm rather than p4-web in dashboard pages and notification emails. Change 3054039 on 2016/07/18 by Ben.Marsh Fix confusing message when compiler isn't installed if the target forces VS2013 Change 3054360 on 2016/07/18 by Ben.Marsh Remove GUBP support from EC scripts. Change 3054399 on 2016/07/18 by Ben.Marsh Remove circular include from Json.h -> JsonSerializerMacros.h -> Json.h Change 3055671 on 2016/07/19 by Ben.Marsh Remove incomplete UWP integration from UE4. Change 3055943 on 2016/07/19 by Ben.Marsh Remove the WinRT target platform. Change 3056270 on 2016/07/19 by Ben.Marsh Core: Move VectorRegister.h include to eliminate include dependency on UnrealMathUtility.h Change 3056390 on 2016/07/19 by Ben.Marsh Core: Directly include headers required by default JsonWriter template instantiation. Change 3057444 on 2016/07/20 by Ben.Marsh UBT: Fall back to checking for the VS140COMNTOOLS environment variable if we couldn't determine the Visual Studio installation directory from the registry. Allows using the standalone Visual Studio build tools to compile UE4. Change 3058337 on 2016/07/20 by Ben.Marsh Remove EnvVarsToXML. All target platforms now determine their compile environment directly from the registry. Change 3058348 on 2016/07/20 by Ben.Marsh Disable optimization for all automation projects. They don't generally do anything particularly CPU intensive, and VS2015 optimizations are inhibitive to debugging. [CL 3058822 by Ben Marsh in Main branch]
677 lines
22 KiB
C#
677 lines
22 KiB
C#
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.IO;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Reflection;
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using System.Xml;
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using System.Linq;
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using System.Diagnostics;
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namespace AutomationTool
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{
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/// <summary>
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/// Options for how the graph should be printed
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/// </summary>
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enum GraphPrintOptions
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{
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/// <summary>
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/// Includes a list of the graph options
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/// </summary>
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ShowCommandLineOptions = 0x1,
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/// <summary>
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/// Includes the list of dependencies for each node
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/// </summary>
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ShowDependencies = 0x2,
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/// <summary>
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/// Includes the list of notifiers for each node
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/// </summary>
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ShowNotifications = 0x4,
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}
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/// <summary>
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/// Diagnostic message from the graph script. These messages are parsed at startup, then culled along with the rest of the graph nodes before output. Doing so
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/// allows errors and warnings which are only output if a node is part of the graph being executed.
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/// </summary>
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class GraphDiagnostic
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{
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/// <summary>
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/// The diagnostic event type
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/// </summary>
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public LogEventType EventType;
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/// <summary>
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/// The message to display
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/// </summary>
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public string Message;
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/// <summary>
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/// The node which this diagnostic is declared in. If the node is culled from the graph, the message will not be displayed.
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/// </summary>
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public Node EnclosingNode;
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/// <summary>
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/// The agent that this diagnostic is declared in. If the entire agent is culled from the graph, the message will not be displayed.
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/// </summary>
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public Agent EnclosingAgent;
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/// <summary>
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/// The trigger that this diagnostic is declared in. If this trigger is not being run, the message will not be displayed.
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/// </summary>
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public ManualTrigger EnclosingTrigger;
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}
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/// <summary>
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/// Represents a graph option. These are expanded during preprocessing, but are retained in order to display help messages.
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/// </summary>
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class GraphOption
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{
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/// <summary>
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/// Name of this option
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/// </summary>
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public string Name;
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/// <summary>
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/// Description for this option
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/// </summary>
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public string Description;
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/// <summary>
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/// Default value for this option
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/// </summary>
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public string DefaultValue;
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="Name">The name of this option</param>
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public GraphOption(string Name, string Description, string DefaultValue)
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{
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this.Name = Name;
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this.Description = Description;
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this.DefaultValue = DefaultValue;
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}
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/// <summary>
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/// Returns a name of this option for debugging
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/// </summary>
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/// <returns>Name of the option</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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/// <summary>
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/// Definition of a graph.
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/// </summary>
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class Graph
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{
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/// <summary>
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/// List of options, in the order they were specified
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/// </summary>
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public List<GraphOption> Options = new List<GraphOption>();
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/// <summary>
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/// List of agents containing nodes to execute
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/// </summary>
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public List<Agent> Agents = new List<Agent>();
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/// <summary>
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/// All manual triggers that are part of this graph
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/// </summary>
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public Dictionary<string, ManualTrigger> NameToTrigger = new Dictionary<string, ManualTrigger>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping from name to agent
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/// </summary>
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public Dictionary<string, Agent> NameToAgent = new Dictionary<string, Agent>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to the corresponding node.
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/// </summary>
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public Dictionary<string, Node> NameToNode = new Dictionary<string,Node>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to the corresponding report.
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/// </summary>
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public Dictionary<string, Report> NameToReport = new Dictionary<string, Report>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to their corresponding node output.
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/// </summary>
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public HashSet<string> LocalTagNames = new HashSet<string>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of names to their corresponding node output.
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/// </summary>
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public Dictionary<string, NodeOutput> TagNameToNodeOutput = new Dictionary<string,NodeOutput>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// Mapping of aggregate names to their respective nodes
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/// </summary>
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public Dictionary<string, Node[]> AggregateNameToNodes = new Dictionary<string,Node[]>(StringComparer.InvariantCultureIgnoreCase);
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/// <summary>
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/// List of badges that can be displayed for this build
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/// </summary>
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public List<Badge> Badges = new List<Badge>();
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/// <summary>
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/// Diagnostic messages for this graph
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/// </summary>
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public List<GraphDiagnostic> Diagnostics = new List<GraphDiagnostic>();
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/// <summary>
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/// Default constructor
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/// </summary>
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public Graph()
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{
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}
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/// <summary>
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/// Checks whether a given name already exists
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/// </summary>
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/// <param name="Name">The name to check.</param>
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/// <returns>True if the name exists, false otherwise.</returns>
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public bool ContainsName(string Name)
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{
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return NameToNode.ContainsKey(Name) || NameToReport.ContainsKey(Name) || AggregateNameToNodes.ContainsKey(Name);
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}
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/// <summary>
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/// Tries to resolve the given name to one or more nodes. Checks for aggregates, and actual nodes.
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/// </summary>
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/// <param name="Name">The name to search for</param>
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/// <param name="OutNodes">If the name is a match, receives an array of nodes and their output names</param>
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/// <returns>True if the name was found, false otherwise.</returns>
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public bool TryResolveReference(string Name, out Node[] OutNodes)
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{
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// Check if it's a tag reference or node reference
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if(Name.StartsWith("#"))
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{
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// Check if it's a regular node or output name
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NodeOutput Output;
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if(TagNameToNodeOutput.TryGetValue(Name, out Output))
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{
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OutNodes = new Node[]{ Output.ProducingNode };
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return true;
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}
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}
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else
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{
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// Check if it's a regular node or output name
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Node Node;
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if(NameToNode.TryGetValue(Name, out Node))
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{
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OutNodes = new Node[]{ Node };
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return true;
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}
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// Check if it's an aggregate name
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Node[] Nodes;
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if(AggregateNameToNodes.TryGetValue(Name, out Nodes))
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{
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OutNodes = Nodes;
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return true;
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}
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// Check if it's a group name
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Agent Agent;
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if(NameToAgent.TryGetValue(Name, out Agent))
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{
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OutNodes = Agent.Nodes.ToArray();
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return true;
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}
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}
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// Otherwise fail
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OutNodes = null;
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return false;
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}
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/// <summary>
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/// Tries to resolve the given name to one or more node outputs. Checks for aggregates, and actual nodes.
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/// </summary>
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/// <param name="Name">The name to search for</param>
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/// <param name="OutOutputs">If the name is a match, receives an array of nodes and their output names</param>
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/// <returns>True if the name was found, false otherwise.</returns>
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public bool TryResolveInputReference(string Name, out NodeOutput[] OutOutputs)
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{
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// Check if it's a tag reference or node reference
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if(Name.StartsWith("#"))
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{
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// Check if it's a regular node or output name
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NodeOutput Output;
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if(TagNameToNodeOutput.TryGetValue(Name, out Output))
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{
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OutOutputs = new NodeOutput[]{ Output };
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return true;
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}
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}
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else
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{
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// Check if it's a regular node or output name
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Node Node;
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if(NameToNode.TryGetValue(Name, out Node))
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{
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OutOutputs = Node.Outputs.Union(Node.Inputs).ToArray();
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return true;
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}
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// Check if it's an aggregate name
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Node[] Nodes;
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if(AggregateNameToNodes.TryGetValue(Name, out Nodes))
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{
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OutOutputs = Nodes.SelectMany(x => x.Outputs.Union(x.Inputs)).Distinct().ToArray();
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return true;
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}
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}
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// Otherwise fail
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OutOutputs = null;
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return false;
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}
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/// <summary>
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/// Cull the graph to only include the given nodes and their dependencies
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/// </summary>
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/// <param name="TargetNodes">A set of target nodes to build</param>
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public void Select(IEnumerable<Node> TargetNodes)
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{
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// Find this node and all its dependencies
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HashSet<Node> RetainNodes = new HashSet<Node>(TargetNodes);
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foreach(Node TargetNode in TargetNodes)
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{
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RetainNodes.UnionWith(TargetNode.InputDependencies);
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}
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// Remove all the nodes which are not marked to be kept
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foreach(Agent Agent in Agents)
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{
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Agent.Nodes = Agent.Nodes.Where(x => RetainNodes.Contains(x)).ToList();
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}
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// Remove all the empty agents
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Agents.RemoveAll(x => x.Nodes.Count == 0);
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// Trim down the list of nodes for each report to the ones that are being built
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foreach (Report Report in NameToReport.Values)
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{
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Report.Nodes.RemoveWhere(x => !RetainNodes.Contains(x));
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}
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// Remove all the empty reports
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NameToReport = NameToReport.Where(x => x.Value.Nodes.Count > 0).ToDictionary(Pair => Pair.Key, Pair => Pair.Value, StringComparer.InvariantCultureIgnoreCase);
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// Remove all the order dependencies which are no longer part of the graph. Since we don't need to build them, we don't need to wait for them
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foreach(Node Node in RetainNodes)
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{
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Node.OrderDependencies = Node.OrderDependencies.Where(x => RetainNodes.Contains(x)).ToArray();
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}
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// Create a new list of triggers from all the nodes which are left
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NameToTrigger = RetainNodes.Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct().ToDictionary(x => x.Name, x => x, StringComparer.InvariantCultureIgnoreCase);
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// Create a new list of aggregates for everything that's left
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AggregateNameToNodes = AggregateNameToNodes.Where(x => x.Value.All(y => RetainNodes.Contains(y))).ToDictionary(Pair => Pair.Key, Pair => Pair.Value, StringComparer.InvariantCultureIgnoreCase);
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// Remove any badges which do not have all their dependencies
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Badges.RemoveAll(x => x.Nodes.Any(y => !RetainNodes.Contains(y)));
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// Remove any diagnostics which are no longer part of the graph
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Diagnostics.RemoveAll(x => (x.EnclosingNode != null && !RetainNodes.Contains(x.EnclosingNode)) || (x.EnclosingAgent != null && !Agents.Contains(x.EnclosingAgent)));
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}
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/// <summary>
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/// Writes a preprocessed build graph to a script file
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/// </summary>
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/// <param name="File">The file to load</param>
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public void Write(FileReference File, FileReference SchemaFile)
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{
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XmlWriterSettings Settings = new XmlWriterSettings();
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Settings.Indent = true;
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Settings.IndentChars = "\t";
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using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
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{
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Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");
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if (SchemaFile != null)
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{
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Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
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}
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foreach (Agent Agent in Agents)
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{
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Agent.Write(Writer, null);
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}
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foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
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{
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Writer.WriteStartElement("Trigger");
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Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
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foreach (Agent Agent in Agents)
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{
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Agent.Write(Writer, ControllingTrigger);
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}
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Writer.WriteEndElement();
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}
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foreach (KeyValuePair<string, Node[]> Aggregate in AggregateNameToNodes)
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{
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Writer.WriteStartElement("Aggregate");
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Writer.WriteAttributeString("Name", Aggregate.Key);
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Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.Value.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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foreach (Report Report in NameToReport.Values)
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{
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Writer.WriteStartElement("Report");
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Writer.WriteAttributeString("Name", Report.Name);
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Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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foreach (Badge Badge in Badges)
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{
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Writer.WriteStartElement("Badge");
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Writer.WriteAttributeString("Name", Badge.Name);
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if (Badge.Project != null)
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{
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Writer.WriteAttributeString("Project", Badge.Project);
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}
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Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
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Writer.WriteEndElement();
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}
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Writer.WriteEndElement();
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}
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}
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/// <summary>
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/// Export the build graph to a Json file, for parallel execution by the build system
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/// </summary>
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/// <param name="File">Output file to write</param>
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/// <param name="ActivatedTriggers">Set of triggers which have been activated</param>
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/// <param name="CompletedNodes">Set of nodes which have been completed</param>
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public void Export(FileReference File, HashSet<ManualTrigger> ActivatedTriggers, HashSet<Node> CompletedNodes)
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{
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// Find all the nodes which we're actually going to execute. We'll use this to filter the graph.
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HashSet<Node> NodesToExecute = new HashSet<Node>();
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foreach(Node Node in Agents.SelectMany(x => x.Nodes))
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{
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if(!CompletedNodes.Contains(Node))
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{
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if(Node.ControllingTrigger == null || ActivatedTriggers.Contains(Node.ControllingTrigger))
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{
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NodesToExecute.Add(Node);
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}
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}
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}
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// Open the output file
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using(JsonWriter JsonWriter = new JsonWriter(File.FullName))
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{
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JsonWriter.WriteObjectStart();
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// Write all the agents
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JsonWriter.WriteArrayStart("Groups");
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foreach(Agent Agent in Agents)
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{
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Node[] Nodes = Agent.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
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if(Nodes.Length > 0)
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{
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JsonWriter.WriteObjectStart();
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JsonWriter.WriteValue("Name", Agent.Name);
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JsonWriter.WriteArrayStart("Agent Types");
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foreach(string AgentType in Agent.PossibleTypes)
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{
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JsonWriter.WriteValue(AgentType);
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}
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JsonWriter.WriteArrayEnd();
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JsonWriter.WriteArrayStart("Nodes");
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foreach(Node Node in Nodes)
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{
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JsonWriter.WriteObjectStart();
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JsonWriter.WriteValue("Name", Node.Name);
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JsonWriter.WriteValue("DependsOn", String.Join(";", Node.GetDirectOrderDependencies().Where(x => NodesToExecute.Contains(x))));
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JsonWriter.WriteObjectStart("Notify");
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JsonWriter.WriteValue("Default", String.Join(";", Node.NotifyUsers));
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JsonWriter.WriteValue("Submitters", String.Join(";", Node.NotifySubmitters));
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JsonWriter.WriteValue("Warnings", Node.bNotifyOnWarnings);
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JsonWriter.WriteObjectEnd();
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JsonWriter.WriteObjectEnd();
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}
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JsonWriter.WriteArrayEnd();
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|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
JsonWriter.WriteArrayEnd();
|
|
|
|
// Write all the badges
|
|
JsonWriter.WriteArrayStart("Badges");
|
|
foreach (Badge Badge in Badges)
|
|
{
|
|
Node[] Dependencies = Badge.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
|
|
if (Dependencies.Length > 0)
|
|
{
|
|
// Reduce that list to the smallest subset of direct dependencies
|
|
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
|
|
foreach (Node Dependency in Dependencies)
|
|
{
|
|
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
|
|
}
|
|
|
|
JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Badge.Name);
|
|
if (!String.IsNullOrEmpty(Badge.Project))
|
|
{
|
|
JsonWriter.WriteValue("Project", Badge.Project);
|
|
}
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
JsonWriter.WriteArrayEnd();
|
|
|
|
// Write all the triggers and reports.
|
|
JsonWriter.WriteArrayStart("Reports");
|
|
foreach (Report Report in NameToReport.Values)
|
|
{
|
|
Node[] Dependencies = Report.Nodes.Where(x => NodesToExecute.Contains(x)).ToArray();
|
|
if (Dependencies.Length > 0)
|
|
{
|
|
// Reduce that list to the smallest subset of direct dependencies
|
|
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
|
|
foreach (Node Dependency in Dependencies)
|
|
{
|
|
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
|
|
}
|
|
|
|
JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Report.Name);
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", DirectDependencies.Select(x => x.Name)));
|
|
JsonWriter.WriteValue("Notify", String.Join(";", Report.NotifyUsers));
|
|
JsonWriter.WriteValue("IsTrigger", false);
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
foreach (ManualTrigger Trigger in NameToTrigger.Values)
|
|
{
|
|
if(!ActivatedTriggers.Contains(Trigger) && NodesToExecute.Any(x => x.ControllingTrigger == Trigger.Parent))
|
|
{
|
|
// Find all the nodes that this trigger is dependent on
|
|
HashSet<Node> Dependencies = new HashSet<Node>();
|
|
foreach(Node Node in Agents.SelectMany(x => x.Nodes))
|
|
{
|
|
for(ManualTrigger ControllingTrigger = Node.ControllingTrigger; ControllingTrigger != null; ControllingTrigger = ControllingTrigger.Parent)
|
|
{
|
|
if(ControllingTrigger == Trigger)
|
|
{
|
|
Dependencies.UnionWith(Node.OrderDependencies.Where(x => x.ControllingTrigger != Trigger && NodesToExecute.Contains(x)));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reduce that list to the smallest subset of direct dependencies
|
|
HashSet<Node> DirectDependencies = new HashSet<Node>(Dependencies);
|
|
foreach(Node Dependency in Dependencies)
|
|
{
|
|
DirectDependencies.ExceptWith(Dependency.OrderDependencies);
|
|
}
|
|
|
|
// Write out the object
|
|
JsonWriter.WriteObjectStart();
|
|
JsonWriter.WriteValue("Name", Trigger.Name);
|
|
JsonWriter.WriteValue("AllDependencies", String.Join(";", Agents.SelectMany(x => x.Nodes).Where(x => Dependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("DirectDependencies", String.Join(";", Dependencies.Where(x => DirectDependencies.Contains(x)).Select(x => x.Name)));
|
|
JsonWriter.WriteValue("Notify", String.Join(";", Trigger.NotifyUsers));
|
|
JsonWriter.WriteValue("IsTrigger", true);
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
JsonWriter.WriteArrayEnd();
|
|
|
|
JsonWriter.WriteObjectEnd();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Print the contents of the graph
|
|
/// </summary>
|
|
/// <param name="NodeToState">Mapping of node to its current state</param>
|
|
/// <param name="PrintOptions">Options for how to print the graph</param>
|
|
public void Print(HashSet<Node> CompletedNodes, GraphPrintOptions PrintOptions)
|
|
{
|
|
// Print the options
|
|
if((PrintOptions & GraphPrintOptions.ShowCommandLineOptions) != 0)
|
|
{
|
|
// Get the list of messages
|
|
List<string> Messages = new List<string>();
|
|
foreach(GraphOption Option in Options)
|
|
{
|
|
StringBuilder Message = new StringBuilder();
|
|
Message.AppendFormat("-set:{0}=... {1}", Option.Name, Option.Description);
|
|
if(!String.IsNullOrEmpty(Option.DefaultValue))
|
|
{
|
|
Message.AppendFormat(" (Default: {0})", Option.DefaultValue);
|
|
}
|
|
Messages.Add(Message.ToString());
|
|
}
|
|
|
|
// Format them to the log
|
|
if(Messages.Count > 0)
|
|
{
|
|
CommandUtils.Log("");
|
|
CommandUtils.Log("Options:");
|
|
CommandUtils.Log("");
|
|
foreach(string Line in CommandUtils.FormatParams(Messages, 4, 24))
|
|
{
|
|
CommandUtils.Log(Line);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Get a list of all the triggers, including the null global one
|
|
List<ManualTrigger> AllTriggers = new List<ManualTrigger>();
|
|
AllTriggers.Add(null);
|
|
AllTriggers.AddRange(NameToTrigger.Values.OrderBy(x => x.QualifiedName));
|
|
|
|
// Output all the triggers in order
|
|
CommandUtils.Log("");
|
|
CommandUtils.Log("Graph:");
|
|
foreach(ManualTrigger Trigger in AllTriggers)
|
|
{
|
|
// Filter everything by this trigger
|
|
Dictionary<Agent, Node[]> FilteredAgentToNodes = new Dictionary<Agent,Node[]>();
|
|
foreach(Agent Agent in Agents)
|
|
{
|
|
Node[] Nodes = Agent.Nodes.Where(x => x.ControllingTrigger == Trigger).ToArray();
|
|
if(Nodes.Length > 0)
|
|
{
|
|
FilteredAgentToNodes[Agent] = Nodes;
|
|
}
|
|
}
|
|
|
|
// Skip this trigger if there's nothing to display
|
|
if(FilteredAgentToNodes.Count == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Print the trigger name
|
|
CommandUtils.Log(" Trigger: {0}", (Trigger == null)? "None" : Trigger.QualifiedName);
|
|
if(Trigger != null && PrintOptions.HasFlag(GraphPrintOptions.ShowNotifications))
|
|
{
|
|
foreach(string User in Trigger.NotifyUsers)
|
|
{
|
|
CommandUtils.Log(" notify> {0}", User);
|
|
}
|
|
}
|
|
|
|
// Output all the agents for this trigger
|
|
foreach(Agent Agent in Agents)
|
|
{
|
|
Node[] Nodes;
|
|
if(FilteredAgentToNodes.TryGetValue(Agent, out Nodes))
|
|
{
|
|
CommandUtils.Log(" Agent: {0} ({1})", Agent.Name, String.Join(";", Agent.PossibleTypes));
|
|
foreach(Node Node in Nodes)
|
|
{
|
|
CommandUtils.Log(" Node: {0}{1}", Node.Name, CompletedNodes.Contains(Node)? " (completed)" : "");
|
|
if(PrintOptions.HasFlag(GraphPrintOptions.ShowDependencies))
|
|
{
|
|
HashSet<Node> InputDependencies = new HashSet<Node>(Node.GetDirectInputDependencies());
|
|
foreach(Node InputDependency in InputDependencies)
|
|
{
|
|
CommandUtils.Log(" input> {0}", InputDependency.Name);
|
|
}
|
|
HashSet<Node> OrderDependencies = new HashSet<Node>(Node.GetDirectOrderDependencies());
|
|
foreach(Node OrderDependency in OrderDependencies.Except(InputDependencies))
|
|
{
|
|
CommandUtils.Log(" after> {0}", OrderDependency.Name);
|
|
}
|
|
}
|
|
if(PrintOptions.HasFlag(GraphPrintOptions.ShowNotifications))
|
|
{
|
|
string Label = Node.bNotifyOnWarnings? "warnings" : "errors";
|
|
foreach(string User in Node.NotifyUsers)
|
|
{
|
|
CommandUtils.Log(" {0}> {1}", Label, User);
|
|
}
|
|
foreach(string Submitter in Node.NotifySubmitters)
|
|
{
|
|
CommandUtils.Log(" {0}> submitters to {1}", Label, Submitter);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
CommandUtils.Log("");
|
|
|
|
// Print out all the aggregates
|
|
string[] AggregateNames = AggregateNameToNodes.Keys.OrderBy(x => x).ToArray();
|
|
if(AggregateNames.Length > 0)
|
|
{
|
|
CommandUtils.Log("Aggregates:");
|
|
foreach(string AggregateName in AggregateNames)
|
|
{
|
|
CommandUtils.Log(" {0}", AggregateName);
|
|
}
|
|
CommandUtils.Log("");
|
|
}
|
|
}
|
|
}
|
|
}
|