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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]
706 lines
28 KiB
C#
706 lines
28 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using UnrealBuildTool;
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using BuildGraph;
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using System.Reflection;
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using System.Collections;
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using System.IO;
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namespace AutomationTool
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{
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/// <summary>
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/// Tool to execute build processes for UE4 projects, which can be run locally or in parallel across a build farm (assuming synchronization and resource allocation implemented by a separate system).
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///
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/// Build graphs are declared using an XML script using syntax similar to MSBuild, ANT or NAnt, and consist of the following components:
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///
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/// - Tasks: Building blocks which can be executed as part of the build process. Many predefined tasks are provided ('Cook', 'Compile', 'Copy', 'Stage', 'Log', 'PakFile', etc...), and additional tasks may be
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/// added be declaring classes derived from AutomationTool.CustomTask in other UAT modules.
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/// - Nodes: A named sequence of tasks which are executed in order to produce outputs. Nodes may have dependencies on other nodes for their outputs before they can be executed. Declared with the 'Node' element.
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/// - Agents: A machine which can execute a sequence of nodes, if running as part of a build system. Has no effect when building locally. Declared with the 'Agent' element.
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/// - Triggers: Container for agents which should only be executed when explicitly triggered (using the -Trigger=... or -SkipTriggers command line argument). Declared with the 'Trigger' element.
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/// - Notifiers: Specifies email recipients for failures in one or more nodes, whether they should receive notifications on warnings, and so on.
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///
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/// Properties can be passed in to a script on the command line, or set procedurally with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within
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/// all strings, and will be expanded as macros when the script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name.
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/// Local properties, which only affect the scope of the containing XML element (node, agent, etc...) are declared with the <Local Name="Foo" Value="Bar"/> element, and will override a similarly named global
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/// property for the local property's scope.
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///
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/// Any elements can be conditionally defined via the "If" attribute, which follows a syntax similar to MSBuild. Literals in conditions may be quoted with single (') or double (") quotes, or an unquoted sequence of
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/// letters, digits and underscore characters. All literals are considered identical regardless of how they are declared, and are considered case-insensitive for comparisons (so true equals 'True', equals "TRUE").
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/// Available operators are "==", "!=", "And", "Or", "!", "(...)", "Exists(...)" and "HasTrailingSlash(...)". A full grammar is written up in Condition.cs.
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///
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/// File manipulation is done using wildcards and tags. Any attribute that accepts a list of files may consist of: a Perforce-style wildcard (matching any number of "...", "*" and "?" patterns in any location), a
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/// full path name, or a reference to a tagged collection of files, denoted by prefixing with a '#' character. Files may be added to a tag set using the <Tag> Task, which also allows performing set union/difference
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/// style operations. Each node can declare multiple outputs in the form of a list of named tags, which other nodes can then depend on.
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///
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/// Build graphs may be executed in parallel as part build system. To do so, the initial graph configuration is generated by running with the -Export=... argument (producing a JSON file listing the nodes
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/// and dependencies to execute). Each participating agent should be synced to the same changelist, and UAT should be re-run with the appropriate -Node=... argument. Outputs from different nodes are transferred between
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/// agents via shared storage, typically a network share, the path to which can be specified on the command line using the -SharedStorageDir=... argument. Note that the allocation of machines, and coordination between
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/// them, is assumed to be managed by an external system based on the contents of the script generated by -Export=....
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///
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/// A schema for the known set of tasks can be generated by running UAT with the -Schema=... option. Generating a schema and referencing it from a BuildGraph script allows Visual Studio to validate and auto-complete
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/// elements as you type.
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/// </summary>
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[Help("Tool for creating extensible build processes in UE4 which can be run locally or in parallel across a build farm.")]
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[Help("Script=<FileName>", "Path to the script describing the graph")]
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[Help("Target=<Name>", "Name of the node or output tag to be built")]
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[Help("Schema=<FileName>", "Generate a schema describing valid script documents, including all the known tasks")]
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[Help("Set:<Property>=<Value>", "Sets a named property to the given value")]
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[Help("Clean", "Cleans all cached state of completed build nodes before running")]
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[Help("CleanNode=<Name>[+<Name>...]", "Cleans just the given nodes before running")]
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[Help("ListOnly", "Shows the contents of the preprocessed graph, but does not execute it")]
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[Help("ShowDeps", "Show node dependencies in the graph output")]
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[Help("ShowNotifications", "Show notifications that will be sent for each node in the output")]
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[Help("Trigger=<Name>[+<Name>...]", "Activates the given triggers, including all the nodes behind them in the graph")]
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[Help("SkipTriggers", "Activate all triggers")]
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[Help("TokenSignature=<Name>", "Specifies the signature identifying the current job, to be written to tokens for nodes that require them. Tokens are ignored if this parameter is not specified.")]
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[Help("SkipTargetsWithoutTokens", "Excludes targets which we can't acquire tokens for, rather than failing")]
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[Help("Preprocess=<FileName>", "Writes the preprocessed graph to the given file")]
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[Help("Export=<FileName>", "Exports a JSON file containing the preprocessed build graph, for use as part of a build system")]
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[Help("PublicTasksOnly", "Only include built-in tasks in the schema, excluding any other UAT modules")]
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[Help("SharedStorageDir=<DirName>", "Sets the directory to use to transfer build products between agents in a build farm")]
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[Help("SingleNode=<Name>", "Run only the given node. Intended for use on a build system after running with -Export.")]
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[Help("WriteToSharedStorage", "Allow writing to shared storage. If not set, but -SharedStorageDir is specified, build products will read but not written")]
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public class BuildGraph : BuildCommand
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{
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/// <summary>
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/// Main entry point for the BuildGraph command
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/// </summary>
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public override ExitCode Execute()
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{
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// Parse the command line parameters
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string ScriptFileName = ParseParamValue("Script", null);
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if(ScriptFileName == null)
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{
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LogError("Missing -Script= parameter for BuildGraph");
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return ExitCode.Error_Unknown;
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}
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string TargetNames = ParseParamValue("Target", null);
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string SchemaFileName = ParseParamValue("Schema", null);
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string ExportFileName = ParseParamValue("Export", null);
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string PreprocessedFileName = ParseParamValue("Preprocess", null);
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string SharedStorageDir = ParseParamValue("SharedStorageDir", null);
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string SingleNodeName = ParseParamValue("SingleNode", null);
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string[] TriggerNames = ParseParamValue("Trigger", "").Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).ToArray();
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bool bSkipTriggers = ParseParam("SkipTriggers");
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string TokenSignature = ParseParamValue("TokenSignature", null);
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bool bSkipTargetsWithoutTokens = ParseParam("SkipTargetsWithoutTokens");
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bool bClearHistory = ParseParam("Clean") || ParseParam("ClearHistory");
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bool bListOnly = ParseParam("ListOnly");
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bool bWriteToSharedStorage = ParseParam("WriteToSharedStorage") || CommandUtils.IsBuildMachine;
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bool bPublicTasksOnly = ParseParam("PublicTasksOnly");
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string ReportName = ParseParamValue("ReportName", null);
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GraphPrintOptions PrintOptions = GraphPrintOptions.ShowCommandLineOptions;
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if(ParseParam("ShowDeps"))
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{
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PrintOptions |= GraphPrintOptions.ShowDependencies;
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}
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if(ParseParam("ShowNotifications"))
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{
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PrintOptions |= GraphPrintOptions.ShowNotifications;
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}
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// Parse any specific nodes to clean
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List<string> CleanNodes = new List<string>();
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foreach(string NodeList in ParseParamValues("CleanNode"))
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{
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foreach(string NodeName in NodeList.Split('+', ';'))
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{
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CleanNodes.Add(NodeName);
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}
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}
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// Set up the standard properties which build scripts might need
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Dictionary<string, string> DefaultProperties = new Dictionary<string,string>(StringComparer.InvariantCultureIgnoreCase);
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DefaultProperties["Branch"] = P4Enabled ? P4Env.BuildRootP4 : "Unknown";
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DefaultProperties["EscapedBranch"] = P4Enabled ? P4Env.BuildRootEscaped : "Unknown";
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DefaultProperties["Change"] = P4Enabled ? P4Env.Changelist.ToString() : "0";
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DefaultProperties["RootDir"] = CommandUtils.RootDirectory.FullName;
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DefaultProperties["IsBuildMachine"] = IsBuildMachine ? "true" : "false";
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DefaultProperties["HostPlatform"] = HostPlatform.Current.HostEditorPlatform.ToString();
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// Attempt to read existing Build Version information
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BuildVersion Version;
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if (BuildVersion.TryRead(FileReference.Combine(CommandUtils.RootDirectory, "Engine", "Build", "Build.version").FullName, out Version))
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{
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DefaultProperties["EngineMajorVersion"] = Version.MajorVersion.ToString();
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DefaultProperties["EngineMinorVersion"] = Version.MinorVersion.ToString();
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DefaultProperties["EnginePatchVersion"] = Version.PatchVersion.ToString();
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}
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// Add any additional custom arguments from the command line (of the form -Set:X=Y)
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Dictionary<string, string> Arguments = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
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foreach (string Param in Params)
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{
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const string Prefix = "set:";
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if(Param.StartsWith(Prefix, StringComparison.InvariantCultureIgnoreCase))
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{
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int EqualsIdx = Param.IndexOf('=');
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if(EqualsIdx >= 0)
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{
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Arguments[Param.Substring(Prefix.Length, EqualsIdx - Prefix.Length)] = Param.Substring(EqualsIdx + 1);
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}
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else
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{
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LogWarning("Missing value for '{0}'", Param.Substring(Prefix.Length));
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}
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}
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}
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// Find all the tasks from the loaded assemblies
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Dictionary<string, ScriptTask> NameToTask = new Dictionary<string,ScriptTask>();
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if(!FindAvailableTasks(NameToTask, bPublicTasksOnly))
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{
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return ExitCode.Error_Unknown;
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}
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// Create a schema for the given tasks
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ScriptSchema Schema = new ScriptSchema(NameToTask);
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if(SchemaFileName != null)
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{
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Schema.Export(new FileReference(SchemaFileName));
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}
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// Read the script from disk
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Graph Graph;
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if(!ScriptReader.TryRead(new FileReference(ScriptFileName), Arguments, DefaultProperties, Schema, out Graph))
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{
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return ExitCode.Error_Unknown;
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}
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// Create the temp storage handler
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DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
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TempStorage Storage = new TempStorage(RootDir, DirectoryReference.Combine(RootDir, "Engine", "Saved", "BuildGraph"), (SharedStorageDir == null)? null : new DirectoryReference(SharedStorageDir), bWriteToSharedStorage);
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if(bClearHistory)
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{
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Storage.CleanLocal();
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}
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foreach(string CleanNode in CleanNodes)
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{
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Storage.CleanLocalNode(CleanNode);
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}
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// Convert the supplied target references into nodes
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HashSet<Node> TargetNodes = new HashSet<Node>();
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if(TargetNames == null)
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{
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if(!bListOnly)
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{
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LogError("Missing -Target= parameter for BuildGraph");
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return ExitCode.Error_Unknown;
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}
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TargetNodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
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}
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else
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{
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foreach(string TargetName in TargetNames.Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).Select(x => x.Trim()))
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{
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Node[] Nodes;
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if(!Graph.TryResolveReference(TargetName, out Nodes))
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{
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LogError("Target '{0}' is not in graph", TargetName);
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return ExitCode.Error_Unknown;
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}
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TargetNodes.UnionWith(Nodes);
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}
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}
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// Try to acquire tokens for all the target nodes we want to build
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if(TokenSignature != null)
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{
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// Find all the lock files
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HashSet<FileReference> RequiredTokens = new HashSet<FileReference>(TargetNodes.SelectMany(x => x.RequiredTokens));
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// Try to create all the lock files
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List<FileReference> CreatedTokens = new List<FileReference>();
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if(!bListOnly)
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{
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CreatedTokens.AddRange(RequiredTokens.Where(x => WriteTokenFile(x, TokenSignature)));
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}
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// Find all the tokens that we don't have
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Dictionary<FileReference, string> MissingTokens = new Dictionary<FileReference, string>();
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foreach(FileReference RequiredToken in RequiredTokens)
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{
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string CurrentOwner = ReadTokenFile(RequiredToken);
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if(CurrentOwner != null && CurrentOwner != TokenSignature)
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{
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MissingTokens.Add(RequiredToken, CurrentOwner);
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}
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}
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// If we want to skip all the nodes with missing locks, adjust the target nodes to account for it
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if(MissingTokens.Count > 0)
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{
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if(bSkipTargetsWithoutTokens)
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{
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foreach(KeyValuePair<FileReference, string> Pair in MissingTokens)
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{
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List<Node> SkipNodes = TargetNodes.Where(x => x.RequiredTokens.Contains(Pair.Key)).ToList();
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Log("Skipping {0} due to previous build: {1}", String.Join(", ", SkipNodes), Pair.Value);
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TargetNodes.ExceptWith(SkipNodes);
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}
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}
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else
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{
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foreach(KeyValuePair<FileReference, string> Pair in MissingTokens)
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{
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List<Node> SkipNodes = TargetNodes.Where(x => x.RequiredTokens.Contains(Pair.Key)).ToList();
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LogError("Cannot run {0} due to previous build: {1}", String.Join(", ", SkipNodes), Pair.Value);
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}
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foreach(FileReference CreatedToken in CreatedTokens)
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{
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CreatedToken.Delete();
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}
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return ExitCode.Error_Unknown;
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}
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}
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}
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// Cull the graph to include only those nodes
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Graph.Select(TargetNodes);
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// If a report for the whole build was requested, insert it into the graph
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if (ReportName != null)
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{
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Report NewReport = new Report(ReportName);
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NewReport.Nodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
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Graph.NameToReport.Add(ReportName, NewReport);
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}
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// Write out the preprocessed script
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if (PreprocessedFileName != null)
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{
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Graph.Write(new FileReference(PreprocessedFileName), (SchemaFileName != null)? new FileReference(SchemaFileName) : null);
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}
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// Find the triggers which are explicitly activated, and all of its upstream triggers.
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HashSet<ManualTrigger> Triggers = new HashSet<ManualTrigger>();
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foreach(string TriggerName in TriggerNames)
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{
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ManualTrigger Trigger;
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if(!Graph.NameToTrigger.TryGetValue(TriggerName, out Trigger))
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{
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LogError("Couldn't find trigger '{0}'", TriggerName);
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return ExitCode.Error_Unknown;
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}
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while(Trigger != null)
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{
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Triggers.Add(Trigger);
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Trigger = Trigger.Parent;
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}
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}
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if(bSkipTriggers)
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{
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Triggers.UnionWith(Graph.NameToTrigger.Values);
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}
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// If we're just building a single node, find it
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Node SingleNode = null;
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if(SingleNodeName != null && !Graph.NameToNode.TryGetValue(SingleNodeName, out SingleNode))
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{
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LogError("Node '{0}' is not in the trimmed graph", SingleNodeName);
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return ExitCode.Error_Unknown;
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}
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// If we just want to show the contents of the graph, do so and exit.
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if(bListOnly)
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{
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HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
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Graph.Print(CompletedNodes, PrintOptions);
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return ExitCode.Success;
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}
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// Print out all the diagnostic messages which still apply, unless we're running a step as part of a build system or just listing the contents of the file.
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if(SingleNode == null)
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{
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IEnumerable<GraphDiagnostic> Diagnostics = Graph.Diagnostics.Where(x => x.EnclosingTrigger == null || Triggers.Contains(x.EnclosingTrigger));
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foreach(GraphDiagnostic Diagnostic in Diagnostics)
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{
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if(Diagnostic.EventType == LogEventType.Warning)
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{
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CommandUtils.LogWarning(Diagnostic.Message);
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}
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else
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{
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CommandUtils.LogError(Diagnostic.Message);
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}
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}
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if(Diagnostics.Any(x => x.EventType == LogEventType.Error))
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{
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return ExitCode.Error_Unknown;
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}
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}
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// Execute the command
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if(ExportFileName != null)
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{
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HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
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Graph.Print(CompletedNodes, PrintOptions);
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Graph.Export(new FileReference(ExportFileName), Triggers, CompletedNodes);
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}
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else if(SingleNode != null)
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{
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if(!BuildNode(new JobContext(this), Graph, SingleNode, Storage, bWithBanner: true))
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{
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return ExitCode.Error_Unknown;
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}
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}
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else
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{
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if(!BuildAllNodes(new JobContext(this), Graph, Storage))
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{
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return ExitCode.Error_Unknown;
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}
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}
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return ExitCode.Success;
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}
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/// <summary>
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/// Find all the tasks which are available from the loaded assemblies
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/// </summary>
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/// <param name="TaskNameToReflectionInfo">Mapping from task name to information about how to serialize it</param>
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/// <param name="bPublicTasksOnly">Whether to include just public tasks, or all the tasks in any loaded assemblies</param>
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static bool FindAvailableTasks(Dictionary<string, ScriptTask> NameToTask, bool bPublicTasksOnly)
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{
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Assembly[] LoadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
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if(bPublicTasksOnly)
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{
|
|
LoadedAssemblies = LoadedAssemblies.Where(x => IsPublicAssembly(new FileReference(x.Location))).ToArray();
|
|
}
|
|
foreach (Assembly LoadedAssembly in LoadedAssemblies)
|
|
{
|
|
Type[] Types = LoadedAssembly.GetTypes();
|
|
foreach(Type Type in Types)
|
|
{
|
|
foreach(TaskElementAttribute ElementAttribute in Type.GetCustomAttributes<TaskElementAttribute>())
|
|
{
|
|
if(!Type.IsSubclassOf(typeof(CustomTask)))
|
|
{
|
|
CommandUtils.LogError("Class '{0}' has TaskElementAttribute, but is not derived from 'Task'", Type.Name);
|
|
return false;
|
|
}
|
|
if(NameToTask.ContainsKey(ElementAttribute.Name))
|
|
{
|
|
CommandUtils.LogError("Found multiple handlers for task elements called '{0}'", ElementAttribute.Name);
|
|
return false;
|
|
}
|
|
NameToTask.Add(ElementAttribute.Name, new ScriptTask(ElementAttribute.Name, Type, ElementAttribute.ParametersType));
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Reads the contents of the given token
|
|
/// </summary>
|
|
/// <returns>Contents of the token, or null if it does not exist</returns>
|
|
public string ReadTokenFile(FileReference Location)
|
|
{
|
|
return Location.Exists()? File.ReadAllText(Location.FullName) : null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Attempts to write an owner to a token file transactionally
|
|
/// </summary>
|
|
/// <returns>True if the lock was acquired, false otherwise</returns>
|
|
public bool WriteTokenFile(FileReference Location, string Signature)
|
|
{
|
|
// Check it doesn't already exist
|
|
if(Location.Exists())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Make sure the directory exists
|
|
Location.Directory.CreateDirectory();
|
|
|
|
// Create a temp file containing the owner name
|
|
string TempFileName;
|
|
for(int Idx = 0;;Idx++)
|
|
{
|
|
TempFileName = String.Format("{0}.{1}.tmp", Location.FullName, Idx);
|
|
try
|
|
{
|
|
byte[] Bytes = Encoding.UTF8.GetBytes(Signature);
|
|
using (FileStream Stream = File.Open(TempFileName, FileMode.CreateNew, FileAccess.Write, FileShare.None))
|
|
{
|
|
Stream.Write(Bytes, 0, Bytes.Length);
|
|
}
|
|
break;
|
|
}
|
|
catch(IOException)
|
|
{
|
|
if(!File.Exists(TempFileName))
|
|
{
|
|
throw;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Try to move the temporary file into place.
|
|
try
|
|
{
|
|
File.Move(TempFileName, Location.FullName);
|
|
return true;
|
|
}
|
|
catch
|
|
{
|
|
if(!File.Exists(TempFileName))
|
|
{
|
|
throw;
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Checks whether the given assembly is a publically distributed engine assembly.
|
|
/// </summary>
|
|
/// <param name="File">Assembly location</param>
|
|
/// <returns>True if the assembly is distributed publically</returns>
|
|
static bool IsPublicAssembly(FileReference File)
|
|
{
|
|
DirectoryReference EngineDirectory = UnrealBuildTool.UnrealBuildTool.EngineDirectory;
|
|
if(File.IsUnderDirectory(EngineDirectory))
|
|
{
|
|
string[] PathFragments = File.MakeRelativeTo(EngineDirectory).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
|
|
if(PathFragments.All(x => !x.Equals("NotForLicensees", StringComparison.InvariantCultureIgnoreCase) && !x.Equals("NoRedist", StringComparison.InvariantCultureIgnoreCase)))
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find all the nodes in the graph which are already completed
|
|
/// </summary>
|
|
/// <param name="Graph">The graph instance</param>
|
|
/// <param name="Storage">The temp storage backend which stores the shared state</param>
|
|
HashSet<Node> FindCompletedNodes(Graph Graph, TempStorage Storage)
|
|
{
|
|
HashSet<Node> CompletedNodes = new HashSet<Node>();
|
|
foreach(Node Node in Graph.Agents.SelectMany(x => x.Nodes))
|
|
{
|
|
if(Storage.IsComplete(Node.Name))
|
|
{
|
|
CompletedNodes.Add(Node);
|
|
}
|
|
}
|
|
return CompletedNodes;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Builds all the nodes in the graph
|
|
/// </summary>
|
|
/// <param name="Job">Information about the current job</param>
|
|
/// <param name="Graph">The graph instance</param>
|
|
/// <returns>True if everything built successfully</returns>
|
|
bool BuildAllNodes(JobContext Job, Graph Graph, TempStorage Storage)
|
|
{
|
|
// Build a flat list of nodes to execute, in order
|
|
Node[] NodesToExecute = Graph.Agents.SelectMany(x => x.Nodes).ToArray();
|
|
|
|
// Check the integrity of any local nodes that have been completed. It's common to run formal builds locally between regular development builds, so we may have
|
|
// stale local state. Rather than failing later, detect and clean them up now.
|
|
HashSet<Node> CleanedNodes = new HashSet<Node>();
|
|
foreach(Node NodeToExecute in NodesToExecute)
|
|
{
|
|
if(NodeToExecute.InputDependencies.Any(x => CleanedNodes.Contains(x)) || !Storage.CheckLocalIntegrity(NodeToExecute.Name, NodeToExecute.Outputs.Select(x => x.TagName)))
|
|
{
|
|
Storage.CleanLocalNode(NodeToExecute.Name);
|
|
CleanedNodes.Add(NodeToExecute);
|
|
}
|
|
}
|
|
|
|
// Execute them in order
|
|
int NodeIdx = 0;
|
|
foreach(Node NodeToExecute in NodesToExecute)
|
|
{
|
|
Log("****** [{0}/{1}] {2}", ++NodeIdx, NodesToExecute.Length, NodeToExecute.Name);
|
|
if(!Storage.IsComplete(NodeToExecute.Name))
|
|
{
|
|
Log("");
|
|
if(!BuildNode(Job, Graph, NodeToExecute, Storage, false))
|
|
{
|
|
return false;
|
|
}
|
|
Log("");
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Build a node
|
|
/// </summary>
|
|
/// <param name="Job">Information about the current job</param>
|
|
/// <param name="Graph">The graph to which the node belongs. Used to determine which outputs need to be transferred to temp storage.</param>
|
|
/// <param name="Node">The node to build</param>
|
|
/// <returns>True if the node built successfully, false otherwise.</returns>
|
|
bool BuildNode(JobContext Job, Graph Graph, Node Node, TempStorage Storage, bool bWithBanner)
|
|
{
|
|
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
|
|
|
|
// Create the mapping of tag names to file sets
|
|
Dictionary<string, HashSet<FileReference>> TagNameToFileSet = new Dictionary<string,HashSet<FileReference>>();
|
|
|
|
// Read all the input tags for this node, and build a list of referenced input storage blocks
|
|
HashSet<TempStorageBlock> InputStorageBlocks = new HashSet<TempStorageBlock>();
|
|
foreach(NodeOutput Input in Node.Inputs)
|
|
{
|
|
TempStorageFileList FileList = Storage.ReadFileList(Input.ProducingNode.Name, Input.TagName);
|
|
TagNameToFileSet[Input.TagName] = FileList.ToFileSet(RootDir);
|
|
InputStorageBlocks.UnionWith(FileList.Blocks);
|
|
}
|
|
|
|
// Read all the input storage blocks, keeping track of which block each file came from
|
|
Dictionary<FileReference, TempStorageBlock> FileToStorageBlock = new Dictionary<FileReference, TempStorageBlock>();
|
|
foreach(TempStorageBlock InputStorageBlock in InputStorageBlocks)
|
|
{
|
|
TempStorageManifest Manifest = Storage.Retreive(InputStorageBlock.NodeName, InputStorageBlock.OutputName);
|
|
foreach(FileReference File in Manifest.Files.Select(x => x.ToFileReference(RootDir)))
|
|
{
|
|
TempStorageBlock CurrentStorageBlock;
|
|
if(FileToStorageBlock.TryGetValue(File, out CurrentStorageBlock))
|
|
{
|
|
LogError("File '{0}' was produced by {1} and {2}", InputStorageBlock, CurrentStorageBlock);
|
|
}
|
|
FileToStorageBlock[File] = InputStorageBlock;
|
|
}
|
|
}
|
|
|
|
// Add placeholder outputs for the current node
|
|
foreach(NodeOutput Output in Node.Outputs)
|
|
{
|
|
TagNameToFileSet.Add(Output.TagName, new HashSet<FileReference>());
|
|
}
|
|
|
|
// Execute the node
|
|
if(bWithBanner)
|
|
{
|
|
Console.WriteLine();
|
|
CommandUtils.Log("========== Starting: {0} ==========", Node.Name);
|
|
}
|
|
if(!Node.Build(Job, TagNameToFileSet))
|
|
{
|
|
return false;
|
|
}
|
|
if(bWithBanner)
|
|
{
|
|
CommandUtils.Log("========== Finished: {0} ==========", Node.Name);
|
|
Console.WriteLine();
|
|
}
|
|
|
|
// Determine all the output files which are required to be copied to temp storage (because they're referenced by nodes in another agent)
|
|
HashSet<FileReference> ReferencedOutputFiles = new HashSet<FileReference>();
|
|
foreach(Agent Agent in Graph.Agents)
|
|
{
|
|
bool bSameAgent = Agent.Nodes.Contains(Node);
|
|
foreach(Node OtherNode in Agent.Nodes)
|
|
{
|
|
if(!bSameAgent || Node.ControllingTrigger != OtherNode.ControllingTrigger)
|
|
{
|
|
foreach(NodeOutput Input in OtherNode.Inputs.Where(x => x.ProducingNode == Node))
|
|
{
|
|
ReferencedOutputFiles.UnionWith(TagNameToFileSet[Input.TagName]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find a block name for all new outputs
|
|
Dictionary<FileReference, string> FileToOutputName = new Dictionary<FileReference, string>();
|
|
foreach(NodeOutput Output in Node.Outputs)
|
|
{
|
|
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
|
|
foreach(FileReference File in Files)
|
|
{
|
|
if(!FileToStorageBlock.ContainsKey(File) && File.IsUnderDirectory(RootDir))
|
|
{
|
|
if(Output == Node.DefaultOutput)
|
|
{
|
|
if(!FileToOutputName.ContainsKey(File))
|
|
{
|
|
FileToOutputName[File] = "";
|
|
}
|
|
}
|
|
else
|
|
{
|
|
string OutputName;
|
|
if(FileToOutputName.TryGetValue(File, out OutputName) && OutputName.Length > 0)
|
|
{
|
|
FileToOutputName[File] = String.Format("{0}+{1}", OutputName, Output.TagName.Substring(1));
|
|
}
|
|
else
|
|
{
|
|
FileToOutputName[File] = Output.TagName.Substring(1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Invert the dictionary to make a mapping of storage block to the files each contains
|
|
Dictionary<string, HashSet<FileReference>> OutputStorageBlockToFiles = new Dictionary<string, HashSet<FileReference>>();
|
|
foreach(KeyValuePair<FileReference, string> Pair in FileToOutputName)
|
|
{
|
|
HashSet<FileReference> Files;
|
|
if(!OutputStorageBlockToFiles.TryGetValue(Pair.Value, out Files))
|
|
{
|
|
Files = new HashSet<FileReference>();
|
|
OutputStorageBlockToFiles.Add(Pair.Value, Files);
|
|
}
|
|
Files.Add(Pair.Key);
|
|
}
|
|
|
|
// Write all the storage blocks, and update the mapping from file to storage block
|
|
foreach(KeyValuePair<string, HashSet<FileReference>> Pair in OutputStorageBlockToFiles)
|
|
{
|
|
TempStorageBlock OutputBlock = new TempStorageBlock(Node.Name, Pair.Key);
|
|
foreach(FileReference File in Pair.Value)
|
|
{
|
|
FileToStorageBlock.Add(File, OutputBlock);
|
|
}
|
|
Storage.Archive(Node.Name, Pair.Key, Pair.Value.ToArray(), Pair.Value.Any(x => ReferencedOutputFiles.Contains(x)));
|
|
}
|
|
|
|
// Publish all the output tags
|
|
foreach(NodeOutput Output in Node.Outputs)
|
|
{
|
|
HashSet<FileReference> Files = TagNameToFileSet[Output.TagName];
|
|
|
|
HashSet<TempStorageBlock> StorageBlocks = new HashSet<TempStorageBlock>();
|
|
foreach(FileReference File in Files)
|
|
{
|
|
TempStorageBlock StorageBlock;
|
|
if(FileToStorageBlock.TryGetValue(File, out StorageBlock))
|
|
{
|
|
StorageBlocks.Add(StorageBlock);
|
|
}
|
|
}
|
|
|
|
Storage.WriteFileList(Node.Name, Output.TagName, Files, StorageBlocks.ToArray());
|
|
}
|
|
|
|
// Mark the node as succeeded
|
|
Storage.MarkAsComplete(Node.Name);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Legacy command name for compatibility.
|
|
/// </summary>
|
|
public class Build : BuildGraph
|
|
{
|
|
}
|
|
}
|