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#lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3494741 by Steve.Robb Generated code size savings. #jira UE-43048 Change 3495484 by Steve.Robb Fix for generated indices of static arrays when saving configs. Change 3497926 by Robert.Manuszewski Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything. Change 3498077 by Robert.Manuszewski Only use the recursion guard in async loading code when the event driven loader is enabled. Change 3498112 by Ben.Marsh UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own. Change 3500239 by Robert.Manuszewski Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes. Change 3500395 by Steve.Robb Extra codegen savings when not in hot reload. Change 3501004 by Steve.Robb EObjectFlags now have constexpr operators. Change 3502079 by Ben.Marsh UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary. Change 3502527 by Steve.Robb Fix for zero-sized array compile error in generated code when all functions are editor-only. Change 3502542 by Ben.Marsh UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead. Change 3502868 by Steve.Robb Workaround for inefficient generated code with stateless lambdas on Clang. Change 3503550 by Steve.Robb Another generated code lambda optimization. Change 3503582 by Ben.Marsh BuildGraph: Add support for nullable parameter types. Change 3504424 by Steve.Robb New AllOf, AnyOf and NoneOf algorithms. Change 3504712 by Ben.Marsh UAT: Less spammy log and error output from UAT. * Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception). * Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information. * AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log) * Name of the calling function is not included in console output by default, but still included in the log. Change 3504808 by Ben.Marsh UAT: Suppress P4 output when running a recursive instance of UAT. Change 3505044 by Steve.Robb Code generation improved for TCppClassType code. Change 3505485 by Ben.Marsh Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module. Change 3505699 by Ben.Marsh Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins. Change 3506055 by Ben.Marsh UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output. Change 3507745 by Robert.Manuszewski Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses). Change 3507911 by Ben.Marsh Plugins: Minor changes to plugin descriptors. * Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors. * Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from. Change 3508669 by Ben.Marsh EC: Parse multi-line messages from UBT and UAT. Change 3508691 by Ben.Marsh Fix double-spacing of cook stats. Change 3509245 by Steve.Robb UHT makefiles removed. Flag audit removed. Change 3509275 by Steve.Robb Fix for mismatched stat categories in AudioMixer. #jira UE-46129 Change 3509289 by Robert.Manuszewski Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably. Change 3509294 by Robert.Manuszewski UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it. Change 3509312 by Steve.Robb GitHub# 3679: Add TArray constructor that takes a raw pointer and a count Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too. #jira UE-46136 Change 3509396 by Steve.Robb GitHub# 3676: Fix TUnion operator<< compile error #jira UE-46099 Change 3509633 by Steve.Robb Fix for line numbers on multiline macros. Change 3509938 by Gil.Gribb UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading. Change 3510593 by Daniel.Lamb Fixed up unsoilicited files getting populated with files which aren't finished being created yet. #test None Change 3510594 by Daniel.Lamb Fixed up temp files directory for patching. Thanks David Yerkess @ Milestone #review@Ben.Marsh Change 3511628 by Ben.Marsh PR #3707: Fixed UBT stack size (Contributed by gildor2) Change 3511808 by Ben.Marsh Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git) #jira UE-46540 Change 3512017 by Ben.Marsh Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface. Change 3513935 by Steve.Robb Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477. Change 3514142 by Steve.Robb MemoryProfiler2 added to generated solution. Change 3516463 by Ben.Marsh Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user. Change 3517860 by Ben.Marsh PR #3727: FString Dereference Fixes (Contributed by jovisgCL) Change 3517967 by Ben.Marsh Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line. Change 3518070 by Steve.Robb Disable Binned2 stats in shipping non-editor builds. Change 3520079 by Steve.Robb Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions. #jira UE-24034 Change 3520080 by Robert.Manuszewski Made max package summary size to be configurable with ini setting Change 3520083 by Steve.Robb Force a GC after hot reload to clean up reinstanced objects which may still tick. #jira UE-40421 Change 3520480 by Robert.Manuszewski Improved assert message when the initial package read request was too small. Change 3520590 by Graeme.Thornton SignedArchiveReader optimizations - Loads more stats - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries Change3521023by Graeme.Thornton Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing Change 3521787 by Ben.Marsh PR #3736: Small static code analysis fixes (Contributed by jovisgCL) Change 3521789 by Ben.Marsh PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar) Change 3524721 by Ben.Marsh Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core. Change 3524741 by Ben.Marsh Move PumpMessages() into FPlatformApplicationMisc. Change 3525399 by Ben.Marsh UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment. Change 3525743 by Ben.Marsh UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds. Change 3525746 by Ben.Marsh EC: Include the clobber option on new workspaces, to allow overriding version files when syncing. Change 3526453 by Ben.Marsh UGS: Do not generate project files when syncing precompiled binaries. Change 3527045 by Ben.Marsh Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting. Change 3527420 by Ben.Marsh UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing). Config files are now read from: Engine/Programs/UnrealGameSync/UnrealGameSync.ini Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini If a project is selected: <ProjectDir>/Build/UnrealGameSync.ini <ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini If the .uprojectdirs file is selected: Engine/Programs/UnrealGameSync/DefaultProject.ini Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini Change 3528063 by Ben.Marsh Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse. Change 3528415 by Ben.Marsh UAT: Remove \r characters from the end of multiline log messages. Change 3528427 by Ben.Marsh EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent. Change 3528485 by Ben.Marsh EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places. Change 3528505 by Steve.Robb PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL) #jira UE-46819 Change 3528772 by Robert.Manuszewski Enabling actor and blueprint clustering in ShooterGame Change 3528786 by Robert.Manuszewski PR #3760: Fix typo (Contributed by jesseyeh) Change 3528792 by Steve.Robb PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL) #jira UE-46962 Change 3528941 by Robert.Manuszewski Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object. #jira UE-44996 Change 3530241 by Ben.Marsh UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value. Change 3531377 by Ben.Marsh Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it. This has several advantages over the per-module platform whitelist/blacklist: * Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore. * References to dependent plugins from platform-specific plugins can now be eliminated. * Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly). * The editor can load any plugins without having to whitelist supported editor host platforms. UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime. Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary. Change 3531502 by Jin.Zhang Add support for GPUCrash #rb Change 3531664 by Ben.Marsh UBT: Change output format from C# JSON writer to match output by the engine. Change 3531848 by Ben.Marsh UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable. Change 3531869 by Ben.Marsh UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field. Change 3532474 by Ben.Marsh UBT: Use the same mechanism as UAT for logging exceptions. Change 3532734 by Graeme.Thornton Initial VSCode Support - Tasks generated for building all game/engine/program targets - Debugging support for targets on Win64 Change3532789by Steve.Robb FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap. Set_Add and Map_Add no longer have a return value. FScriptSet::Find and FScriptMap::Find functions are now FindIndex. FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash. Change 3532845 by Steve.Robb Obsolete UHT settings deleted. Change 3532875 by Graeme.Thornton VSCode - Add debug targets for different target configurations - Choose between VS debugger (windows) and GDB (mac/linux) Change 3532906 by Graeme.Thornton VSCode - Point all builds directly at UBT rather than the batch files - Adjust mac build tasks to run through mono Change 3532924 by Ben.Marsh UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root. Change 3535234 by Graeme.Thornton VSCode - Pass intellisense system a list of paths to use for header resolution Change 3535247 by Graeme.Thornton UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation Change 3535376 by Graeme.Thornton VSCode - Added build jobs for C# projects - Linked launch tasks to relevant build task Change 3537083 by Ben.Marsh EC: Change P4 swarm links to start at the changelist for a build. Change 3537368 by Graeme.Thornton Fix for crash in FSignedArchiveReader when multithreading is disabled Change 3537550 by Graeme.Thornton Fixed a crash in the taskgraph when running single threaded Change 3537922 by Steve.Robb Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT. Change 3539691 by Graeme.Thornton VSCode - Various updates to get PC and Mac C++ projects building and debugging. - Some other changes to C# setup to allow compilation. Debugging doesn't work. Change 3539775 by Ben.Marsh Plugins: Various fixes to settings for enabling plugins. * Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled). * Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed. * Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them. Change 3540788 by Ben.Marsh UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile). Example usage: public class UnrealPakTarget : TargetRules { public UnrealPakTarget(TargetInfo Target) : base(Target) { Type = TargetType.Program; LinkType = TargetLinkType.Monolithic; LaunchModuleName = "UnrealPak"; if(HostPlatform == UnrealTargetPlatform.Win64) { PreBuildSteps.Add("echo Before building:"); PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); PostBuildSteps.Add("echo After building!"); PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)"); } } } Change 3541664 by Graeme.Thornton VSCode - Add problemMatcher tag to cpp build targets Change 3541732 by Graeme.Thornton VSCode - Change UBT command line switch to "-vscode" for simplicity Change 3541967 by Graeme.Thornton VSCode - Fixes for Mac/Linux build steps Change 3541968 by Ben.Marsh CRP: Pass through the EnabledPlugins element in crash context XML files. #jira UE-46912 Change 3542519 by Ben.Marsh UBT: Add chain of references to error messages when configuring plugins. Change 3542523 by Ben.Marsh UBT: Add more useful error message when attempt to parse a JSON object fails. Change 3542658 by Ben.Marsh UBT: Include a chain of references when reporting errors instantiating modules. Change 3543432 by Ben.Marsh Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set. Change 3543436 by Ben.Marsh UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails. Change 3543536 by Ben.Marsh UBT: Downgrade message about redundant plugin references to a warning. Change 3543871 by Gil.Gribb UE4 - Fixed a critical crash bug with non-EDL loading from pak files. Change 3543924 by Robert.Manuszewski Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes. +Small optimization to token stream generation code. Change 3544469 by Jin.Zhang Crashes page displays the list of plugins from the crash context #rb Change 3544608 by Steve.Robb Fix for nativized generated code. #jira UE-47452 Change 3544612 by Ben.Marsh Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages(). #jira UE-47449 Change 3545954 by Gil.Gribb Fixed a critical crash bug relating to a race condition in async package summary reading. Change 3545968 by Ben.Marsh UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same. #jira UE-47419 Change 3545976 by Ben.Marsh EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch. Change 3546185 by Ben.Marsh Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped. Change 3547084 by Gil.Gribb Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms. Change 3547968 by Gil.Gribb Fixed critical race which potentially could cause a crash in the pak precacher. Change 3504722 by Ben.Marsh BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run. For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as: ERROR: Unable to write to foo.txt while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" /> at Engine\Build\InstalledEngineBuild.xml(91) (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace) Change 3512255 by Ben.Marsh Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated. Change 3512332 by Ben.Marsh Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4. Change 3512393 by Ben.Marsh Rename FPaths::GameLogDir() to FPaths::ProjectLogDir(). Change 3513452 by Ben.Marsh Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project. Change 3516262 by Ben.Marsh Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor. * Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod. * The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders). Change 3517565 by Ben.Marsh Remove fixed engine version numbers from OSS plugins. Change 3518005 by Ben.Marsh UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false. Change 3518054 by Ben.Marsh UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard. Change 3524496 by Ben.Marsh Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core. Change 3524641 by Ben.Marsh Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc. Change 3528723 by Steve.Robb MoveTemp now static asserts if passed a const reference or rvalue. MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious. Fixes to violations of these new rules. Change 3528876 by Ben.Marsh Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste. Change 3529073 by Ben.Marsh Add script to package ShooterGame for any platforms. Change 3531493 by Ben.Marsh Update platform-specific plugins to declare the target platforms they support. Change 3531611 by Ben.Marsh UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates. Change3531868by Ben.Marsh Resaving project descriptors to remove invalid fields. Change 3531983 by Ben.Marsh UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders. * Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer. * Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type) * Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo")) * An error is output if any restricted folder names other than the output platform are in the staged output. Change 3540315 by Ben.Marsh UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers. Change 3542410 by Ben.Marsh UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already. Change 3543018 by Ben.Marsh UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions. Change 3544371 by Steve.Robb Fixes to TSet_Add and TMap_Add BPs. #jira UE-47441 [CL 3548391 by Ben Marsh in Main branch]
969 lines
37 KiB
C#
969 lines
37 KiB
C#
// Copyright 1998-2017 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.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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using System.Xml;
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namespace AutomationTool
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{
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/// <summary>
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/// Tool to execute build automation scripts 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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/// Scripts may set properties with the <Property Name="Foo" Value="Bar"/> syntax. Properties referenced with the $(Property Name) notation are valid within all strings, and will be expanded as macros when the
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/// script is read. If a property name is not set explicitly, it defaults to the contents of an environment variable with the same name. Properties may be sourced from environment variables or the command line using
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/// the <EnvVar> and <Option> elements respectively.
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///
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/// Any elements can be conditionally defined via the "If" attribute. A full grammar for conditions 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("Resume", "Resumes a local build from the last node that completed successfully")]
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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>", "Executes only nodes behind the given trigger")]
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[Help("SkipTrigger=<Name>[+<Name>...]", "Skips the given triggers, including all the nodes behind them in the graph")]
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[Help("SkipTriggers", "Skips 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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string TargetNames = ParseParamValue("Target", null);
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string DocumentationFileName = ParseParamValue("Documentation", null);
|
|
string SchemaFileName = ParseParamValue("Schema", null);
|
|
string ExportFileName = ParseParamValue("Export", null);
|
|
string PreprocessedFileName = ParseParamValue("Preprocess", null);
|
|
string SharedStorageDir = ParseParamValue("SharedStorageDir", null);
|
|
string SingleNodeName = ParseParamValue("SingleNode", null);
|
|
string TriggerName = ParseParamValue("Trigger", null);
|
|
string[] SkipTriggerNames = ParseParamValue("SkipTrigger", "").Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).ToArray();
|
|
bool bSkipTriggers = ParseParam("SkipTriggers");
|
|
string TokenSignature = ParseParamValue("TokenSignature", null);
|
|
bool bSkipTargetsWithoutTokens = ParseParam("SkipTargetsWithoutTokens");
|
|
bool bResume = SingleNodeName != null || ParseParam("Resume");
|
|
bool bListOnly = ParseParam("ListOnly");
|
|
bool bWriteToSharedStorage = ParseParam("WriteToSharedStorage") || CommandUtils.IsBuildMachine;
|
|
bool bPublicTasksOnly = ParseParam("PublicTasksOnly");
|
|
string ReportName = ParseParamValue("ReportName", null);
|
|
|
|
GraphPrintOptions PrintOptions = GraphPrintOptions.ShowCommandLineOptions;
|
|
if(ParseParam("ShowDeps"))
|
|
{
|
|
PrintOptions |= GraphPrintOptions.ShowDependencies;
|
|
}
|
|
if(ParseParam("ShowNotifications"))
|
|
{
|
|
PrintOptions |= GraphPrintOptions.ShowNotifications;
|
|
}
|
|
|
|
// Parse any specific nodes to clean
|
|
List<string> CleanNodes = new List<string>();
|
|
foreach(string NodeList in ParseParamValues("CleanNode"))
|
|
{
|
|
foreach(string NodeName in NodeList.Split('+', ';'))
|
|
{
|
|
CleanNodes.Add(NodeName);
|
|
}
|
|
}
|
|
|
|
// Set up the standard properties which build scripts might need
|
|
Dictionary<string, string> DefaultProperties = new Dictionary<string,string>(StringComparer.InvariantCultureIgnoreCase);
|
|
DefaultProperties["Branch"] = P4Enabled ? P4Env.BuildRootP4 : "Unknown";
|
|
DefaultProperties["EscapedBranch"] = P4Enabled ? P4Env.BuildRootEscaped : "Unknown";
|
|
DefaultProperties["Change"] = P4Enabled ? P4Env.Changelist.ToString() : "0";
|
|
DefaultProperties["CodeChange"] = P4Enabled ? P4Env.CodeChangelist.ToString() : "0";
|
|
DefaultProperties["RootDir"] = CommandUtils.RootDirectory.FullName;
|
|
DefaultProperties["IsBuildMachine"] = IsBuildMachine ? "true" : "false";
|
|
DefaultProperties["HostPlatform"] = HostPlatform.Current.HostEditorPlatform.ToString();
|
|
DefaultProperties["RestrictedFolderNames"] = String.Join(";", PlatformExports.RestrictedFolderNames.Select(x => x.DisplayName));
|
|
DefaultProperties["RestrictedFolderFilter"] = String.Join(";", PlatformExports.RestrictedFolderNames.Select(x => String.Format(".../{0}/...", x.DisplayName)));
|
|
|
|
// Attempt to read existing Build Version information
|
|
BuildVersion Version;
|
|
if (BuildVersion.TryRead(FileReference.Combine(CommandUtils.RootDirectory, "Engine", "Build", "Build.version").FullName, out Version))
|
|
{
|
|
DefaultProperties["EngineMajorVersion"] = Version.MajorVersion.ToString();
|
|
DefaultProperties["EngineMinorVersion"] = Version.MinorVersion.ToString();
|
|
DefaultProperties["EnginePatchVersion"] = Version.PatchVersion.ToString();
|
|
}
|
|
|
|
// Add any additional custom arguments from the command line (of the form -Set:X=Y)
|
|
Dictionary<string, string> Arguments = new Dictionary<string, string>(StringComparer.InvariantCultureIgnoreCase);
|
|
foreach (string Param in Params)
|
|
{
|
|
const string Prefix = "set:";
|
|
if(Param.StartsWith(Prefix, StringComparison.InvariantCultureIgnoreCase))
|
|
{
|
|
int EqualsIdx = Param.IndexOf('=');
|
|
if(EqualsIdx >= 0)
|
|
{
|
|
Arguments[Param.Substring(Prefix.Length, EqualsIdx - Prefix.Length)] = Param.Substring(EqualsIdx + 1);
|
|
}
|
|
else
|
|
{
|
|
LogWarning("Missing value for '{0}'", Param.Substring(Prefix.Length));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find all the tasks from the loaded assemblies
|
|
Dictionary<string, ScriptTask> NameToTask = new Dictionary<string,ScriptTask>();
|
|
if(!FindAvailableTasks(NameToTask, bPublicTasksOnly))
|
|
{
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
|
|
// Generate documentation
|
|
if(DocumentationFileName != null)
|
|
{
|
|
GenerateDocumentation(NameToTask, new FileReference(DocumentationFileName));
|
|
return ExitCode.Success;
|
|
}
|
|
|
|
// Create a schema for the given tasks
|
|
ScriptSchema Schema = new ScriptSchema(NameToTask);
|
|
if(SchemaFileName != null)
|
|
{
|
|
FileReference FullSchemaFileName = new FileReference(SchemaFileName);
|
|
Log("Writing schema to {0}...", FullSchemaFileName.FullName);
|
|
Schema.Export(FullSchemaFileName);
|
|
if(ScriptFileName == null)
|
|
{
|
|
return ExitCode.Success;
|
|
}
|
|
}
|
|
|
|
// Check there was a script specified
|
|
if(ScriptFileName == null)
|
|
{
|
|
LogError("Missing -Script= parameter for BuildGraph");
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
|
|
// Read the script from disk
|
|
Graph Graph;
|
|
if(!ScriptReader.TryRead(new FileReference(ScriptFileName), Arguments, DefaultProperties, Schema, out Graph))
|
|
{
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
|
|
// Create the temp storage handler
|
|
DirectoryReference RootDir = new DirectoryReference(CommandUtils.CmdEnv.LocalRoot);
|
|
TempStorage Storage = new TempStorage(RootDir, DirectoryReference.Combine(RootDir, "Engine", "Saved", "BuildGraph"), (SharedStorageDir == null)? null : new DirectoryReference(SharedStorageDir), bWriteToSharedStorage);
|
|
if(!bResume)
|
|
{
|
|
Storage.CleanLocal();
|
|
}
|
|
foreach(string CleanNode in CleanNodes)
|
|
{
|
|
Storage.CleanLocalNode(CleanNode);
|
|
}
|
|
|
|
// Convert the supplied target references into nodes
|
|
HashSet<Node> TargetNodes = new HashSet<Node>();
|
|
if(TargetNames == null)
|
|
{
|
|
if(!bListOnly)
|
|
{
|
|
LogError("Missing -Target= parameter for BuildGraph");
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
TargetNodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
|
|
}
|
|
else
|
|
{
|
|
foreach(string TargetName in TargetNames.Split(new char[]{ '+', ';' }, StringSplitOptions.RemoveEmptyEntries).Select(x => x.Trim()))
|
|
{
|
|
Node[] Nodes;
|
|
if(!Graph.TryResolveReference(TargetName, out Nodes))
|
|
{
|
|
LogError("Target '{0}' is not in graph", TargetName);
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
TargetNodes.UnionWith(Nodes);
|
|
}
|
|
}
|
|
|
|
// Try to acquire tokens for all the target nodes we want to build
|
|
if(TokenSignature != null)
|
|
{
|
|
// Find all the lock files
|
|
HashSet<FileReference> RequiredTokens = new HashSet<FileReference>(TargetNodes.SelectMany(x => x.RequiredTokens));
|
|
|
|
// List out all the required tokens
|
|
if(SingleNodeName == null)
|
|
{
|
|
CommandUtils.Log("Required tokens:");
|
|
foreach(Node Node in TargetNodes)
|
|
{
|
|
foreach(FileReference RequiredToken in Node.RequiredTokens)
|
|
{
|
|
CommandUtils.Log(" '{0}' requires {1}", Node, RequiredToken);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Try to create all the lock files
|
|
List<FileReference> CreatedTokens = new List<FileReference>();
|
|
if(!bListOnly)
|
|
{
|
|
CreatedTokens.AddRange(RequiredTokens.Where(x => WriteTokenFile(x, TokenSignature)));
|
|
}
|
|
|
|
// Find all the tokens that we don't have
|
|
Dictionary<FileReference, string> MissingTokens = new Dictionary<FileReference, string>();
|
|
foreach(FileReference RequiredToken in RequiredTokens)
|
|
{
|
|
string CurrentOwner = ReadTokenFile(RequiredToken);
|
|
if(CurrentOwner != null && CurrentOwner != TokenSignature)
|
|
{
|
|
MissingTokens.Add(RequiredToken, CurrentOwner);
|
|
}
|
|
}
|
|
|
|
// If we want to skip all the nodes with missing locks, adjust the target nodes to account for it
|
|
if(MissingTokens.Count > 0)
|
|
{
|
|
if(bSkipTargetsWithoutTokens)
|
|
{
|
|
// Find all the nodes we're going to skip
|
|
HashSet<Node> SkipNodes = new HashSet<Node>();
|
|
foreach(IGrouping<string, FileReference> MissingTokensForBuild in MissingTokens.GroupBy(x => x.Value, x => x.Key))
|
|
{
|
|
Log("Skipping the following nodes due to {0}:", MissingTokensForBuild.Key);
|
|
foreach(FileReference MissingToken in MissingTokensForBuild)
|
|
{
|
|
foreach(Node SkipNode in TargetNodes.Where(x => x.RequiredTokens.Contains(MissingToken) && SkipNodes.Add(x)))
|
|
{
|
|
Log(" {0}", SkipNode);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Write a list of everything left over
|
|
if(SkipNodes.Count > 0)
|
|
{
|
|
TargetNodes.ExceptWith(SkipNodes);
|
|
Log("Remaining target nodes:");
|
|
foreach(Node TargetNode in TargetNodes)
|
|
{
|
|
Log(" {0}", TargetNode);
|
|
}
|
|
if(TargetNodes.Count == 0)
|
|
{
|
|
Log(" None.");
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach(KeyValuePair<FileReference, string> Pair in MissingTokens)
|
|
{
|
|
List<Node> SkipNodes = TargetNodes.Where(x => x.RequiredTokens.Contains(Pair.Key)).ToList();
|
|
LogError("Cannot run {0} due to previous build: {1}", String.Join(", ", SkipNodes), Pair.Value);
|
|
}
|
|
foreach(FileReference CreatedToken in CreatedTokens)
|
|
{
|
|
FileReference.Delete(CreatedToken);
|
|
}
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cull the graph to include only those nodes
|
|
Graph.Select(TargetNodes);
|
|
|
|
// Collapse any triggers in the graph which are marked to be skipped
|
|
HashSet<ManualTrigger> SkipTriggers = new HashSet<ManualTrigger>();
|
|
if(bSkipTriggers)
|
|
{
|
|
SkipTriggers.UnionWith(Graph.NameToTrigger.Values);
|
|
}
|
|
else
|
|
{
|
|
foreach(string SkipTriggerName in SkipTriggerNames)
|
|
{
|
|
ManualTrigger SkipTrigger;
|
|
if(!Graph.NameToTrigger.TryGetValue(TriggerName, out SkipTrigger))
|
|
{
|
|
LogError("Couldn't find trigger '{0}'", TriggerName);
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
SkipTriggers.Add(SkipTrigger);
|
|
}
|
|
}
|
|
Graph.SkipTriggers(SkipTriggers);
|
|
|
|
// If a report for the whole build was requested, insert it into the graph
|
|
if (ReportName != null)
|
|
{
|
|
Report NewReport = new Report(ReportName);
|
|
NewReport.Nodes.UnionWith(Graph.Agents.SelectMany(x => x.Nodes));
|
|
Graph.NameToReport.Add(ReportName, NewReport);
|
|
}
|
|
|
|
// Write out the preprocessed script
|
|
if (PreprocessedFileName != null)
|
|
{
|
|
Graph.Write(new FileReference(PreprocessedFileName), (SchemaFileName != null)? new FileReference(SchemaFileName) : null);
|
|
}
|
|
|
|
// Find the triggers which we are explicitly running.
|
|
ManualTrigger Trigger = null;
|
|
if(TriggerName != null && !Graph.NameToTrigger.TryGetValue(TriggerName, out Trigger))
|
|
{
|
|
LogError("Couldn't find trigger '{0}'", TriggerName);
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
|
|
// If we're just building a single node, find it
|
|
Node SingleNode = null;
|
|
if(SingleNodeName != null && !Graph.NameToNode.TryGetValue(SingleNodeName, out SingleNode))
|
|
{
|
|
LogError("Node '{0}' is not in the trimmed graph", SingleNodeName);
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
|
|
// If we just want to show the contents of the graph, do so and exit.
|
|
if(bListOnly)
|
|
{
|
|
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
|
|
Graph.Print(CompletedNodes, PrintOptions);
|
|
return ExitCode.Success;
|
|
}
|
|
|
|
// 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.
|
|
if(SingleNode == null)
|
|
{
|
|
IEnumerable<GraphDiagnostic> Diagnostics = Graph.Diagnostics.Where(x => x.EnclosingTrigger == Trigger);
|
|
foreach(GraphDiagnostic Diagnostic in Diagnostics)
|
|
{
|
|
if(Diagnostic.EventType == LogEventType.Warning)
|
|
{
|
|
CommandUtils.LogWarning(Diagnostic.Message);
|
|
}
|
|
else
|
|
{
|
|
CommandUtils.LogError(Diagnostic.Message);
|
|
}
|
|
}
|
|
if(Diagnostics.Any(x => x.EventType == LogEventType.Error))
|
|
{
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
}
|
|
|
|
// Execute the command
|
|
if(ExportFileName != null)
|
|
{
|
|
HashSet<Node> CompletedNodes = FindCompletedNodes(Graph, Storage);
|
|
Graph.Print(CompletedNodes, PrintOptions);
|
|
Graph.Export(new FileReference(ExportFileName), Trigger, CompletedNodes);
|
|
}
|
|
else if(SingleNode != null)
|
|
{
|
|
if(!BuildNode(new JobContext(this), Graph, SingleNode, Storage, bWithBanner: true))
|
|
{
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!BuildAllNodes(new JobContext(this), Graph, Storage))
|
|
{
|
|
return ExitCode.Error_Unknown;
|
|
}
|
|
}
|
|
return ExitCode.Success;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Find all the tasks which are available from the loaded assemblies
|
|
/// </summary>
|
|
/// <param name="NameToTask">Mapping from task name to information about how to serialize it</param>
|
|
/// <param name="bPublicTasksOnly">Whether to include just public tasks, or all the tasks in any loaded assemblies</param>
|
|
static bool FindAvailableTasks(Dictionary<string, ScriptTask> NameToTask, bool bPublicTasksOnly)
|
|
{
|
|
Assembly[] LoadedAssemblies = AppDomain.CurrentDomain.GetAssemblies();
|
|
if(bPublicTasksOnly)
|
|
{
|
|
LoadedAssemblies = LoadedAssemblies.Where(x => IsPublicAssembly(new FileReference(x.Location))).ToArray();
|
|
}
|
|
foreach (Assembly LoadedAssembly in LoadedAssemblies)
|
|
{
|
|
Type[] Types;
|
|
try
|
|
{
|
|
Types = LoadedAssembly.GetTypes();
|
|
}
|
|
catch (ReflectionTypeLoadException ex)
|
|
{
|
|
LogWarning("Exception {0} while trying to get types from assembly {1}", ex, LoadedAssembly);
|
|
continue;
|
|
}
|
|
|
|
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 FileReference.Exists(Location)? 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(FileReference.Exists(Location))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Make sure the directory exists
|
|
try
|
|
{
|
|
DirectoryReference.CreateDirectory(Location.Directory);
|
|
}
|
|
catch (Exception Ex)
|
|
{
|
|
throw new AutomationException(Ex, "Unable to create '{0}'", Location.Directory);
|
|
}
|
|
|
|
// 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 = CommandUtils.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>
|
|
/// <param name="Storage">The temp storage backend which stores the shared state</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>
|
|
/// <param name="Storage">The temp storage backend which stores the shared state</param>
|
|
/// <param name="bWithBanner">Whether to write a banner before and after this node's log output</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 the manifests for all the input storage blocks
|
|
Dictionary<TempStorageBlock, TempStorageManifest> InputManifests = new Dictionary<TempStorageBlock, TempStorageManifest>();
|
|
foreach(TempStorageBlock InputStorageBlock in InputStorageBlocks)
|
|
{
|
|
TempStorageManifest Manifest = Storage.Retreive(InputStorageBlock.NodeName, InputStorageBlock.OutputName);
|
|
InputManifests[InputStorageBlock] = Manifest;
|
|
}
|
|
|
|
// Read all the input storage blocks, keeping track of which block each file came from
|
|
Dictionary<FileReference, TempStorageBlock> FileToStorageBlock = new Dictionary<FileReference, TempStorageBlock>();
|
|
foreach(KeyValuePair<TempStorageBlock, TempStorageManifest> Pair in InputManifests)
|
|
{
|
|
TempStorageBlock InputStorageBlock = Pair.Key;
|
|
foreach(FileReference File in Pair.Value.Files.Select(x => x.ToFileReference(RootDir)))
|
|
{
|
|
TempStorageBlock CurrentStorageBlock;
|
|
if(FileToStorageBlock.TryGetValue(File, out CurrentStorageBlock))
|
|
{
|
|
LogError("File '{0}' was produced by {1} and {2}", File, 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();
|
|
}
|
|
|
|
// Check that none of the inputs have been clobbered
|
|
List<TempStorageFile> ModifiedFiles = InputManifests.Values.SelectMany(x => x.Files).Where(x => !x.CompareSilent(CommandUtils.RootDirectory)).ToList();
|
|
if(ModifiedFiles.Count > 0)
|
|
{
|
|
foreach(TempStorageFile ModifiedFile in ModifiedFiles)
|
|
{
|
|
CommandUtils.LogError("Build product from a previous step has been modified: {0}", ModifiedFile.RelativePath);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// 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>
|
|
/// Generate HTML documentation for all the tasks
|
|
/// </summary>
|
|
/// <param name="NameToTask">Map of task name to implementation</param>
|
|
/// <param name="OutputFile">Output file</param>
|
|
static void GenerateDocumentation(Dictionary<string, ScriptTask> NameToTask, FileReference OutputFile)
|
|
{
|
|
// Find all the assemblies containing tasks
|
|
Assembly[] TaskAssemblies = NameToTask.Values.Select(x => x.ParametersClass.Assembly).Distinct().ToArray();
|
|
|
|
// Read documentation for each of them
|
|
Dictionary<string, XmlElement> MemberNameToElement = new Dictionary<string, XmlElement>();
|
|
foreach(Assembly TaskAssembly in TaskAssemblies)
|
|
{
|
|
string XmlFileName = Path.ChangeExtension(TaskAssembly.Location, ".xml");
|
|
if(File.Exists(XmlFileName))
|
|
{
|
|
// Read the document
|
|
XmlDocument Document = new XmlDocument();
|
|
Document.Load(XmlFileName);
|
|
|
|
// Parse all the members, and add them to the map
|
|
foreach(XmlElement Element in Document.SelectNodes("/doc/members/member"))
|
|
{
|
|
string Name = Element.GetAttribute("name");
|
|
MemberNameToElement.Add(Name, Element);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the output directory
|
|
DirectoryReference.CreateDirectory(OutputFile.Directory);
|
|
FileReference.MakeWriteable(OutputFile);
|
|
Log("Writing {0}...", OutputFile);
|
|
|
|
// Parse the engine version
|
|
BuildVersion Version;
|
|
if(!BuildVersion.TryRead(out Version))
|
|
{
|
|
throw new AutomationException("Couldn't read Build.version");
|
|
}
|
|
|
|
// Write the output file
|
|
using (StreamWriter Writer = new StreamWriter(OutputFile.FullName))
|
|
{
|
|
Writer.WriteLine("Availability: NoPublish");
|
|
Writer.WriteLine("Title: BuildGraph Predefined Tasks");
|
|
Writer.WriteLine("Crumbs: %ROOT%, Programming, Programming/Development, Programming/Development/BuildGraph, Programming/Development/BuildGraph/BuildGraphScriptTasks");
|
|
Writer.WriteLine("Description: This is a procedurally generated markdown page.");
|
|
Writer.WriteLine("version: {0}.{1}", Version.MajorVersion, Version.MinorVersion);
|
|
Writer.WriteLine("parent:Programming/Development/BuildGraph/BuildGraphScriptTasks");
|
|
Writer.WriteLine();
|
|
foreach(string TaskName in NameToTask.Keys.OrderBy(x => x))
|
|
{
|
|
// Get the task object
|
|
ScriptTask Task = NameToTask[TaskName];
|
|
|
|
// Get the documentation for this task
|
|
XmlElement TaskElement;
|
|
if(MemberNameToElement.TryGetValue("T:" + Task.TaskClass.FullName, out TaskElement))
|
|
{
|
|
// Write the task heading
|
|
Writer.WriteLine("### {0}", TaskName);
|
|
Writer.WriteLine();
|
|
Writer.WriteLine(ConvertToMarkdown(TaskElement.SelectSingleNode("summary")));
|
|
Writer.WriteLine();
|
|
|
|
// Document the parameters
|
|
List<string[]> Rows = new List<string[]>();
|
|
foreach(string ParameterName in Task.NameToParameter.Keys)
|
|
{
|
|
// Get the parameter data
|
|
ScriptTaskParameter Parameter = Task.NameToParameter[ParameterName];
|
|
|
|
// Get the documentation for this parameter
|
|
XmlElement ParameterElement;
|
|
if(MemberNameToElement.TryGetValue("F:" + Parameter.FieldInfo.DeclaringType.FullName + "." + Parameter.Name, out ParameterElement))
|
|
{
|
|
string TypeName = Parameter.FieldInfo.FieldType.Name;
|
|
if(Parameter.ValidationType != TaskParameterValidationType.Default)
|
|
{
|
|
StringBuilder NewTypeName = new StringBuilder(Parameter.ValidationType.ToString());
|
|
for(int Idx = 1; Idx < NewTypeName.Length; Idx++)
|
|
{
|
|
if(Char.IsLower(NewTypeName[Idx - 1]) && Char.IsUpper(NewTypeName[Idx]))
|
|
{
|
|
NewTypeName.Insert(Idx, ' ');
|
|
}
|
|
}
|
|
TypeName = NewTypeName.ToString();
|
|
}
|
|
|
|
string[] Columns = new string[4];
|
|
Columns[0] = ParameterName;
|
|
Columns[1] = TypeName;
|
|
Columns[2] = Parameter.bOptional? "Optional" : "Required";
|
|
Columns[3] = ConvertToMarkdown(ParameterElement.SelectSingleNode("summary"));
|
|
Rows.Add(Columns);
|
|
}
|
|
}
|
|
|
|
// Always include the "If" attribute
|
|
string[] IfColumns = new string[4];
|
|
IfColumns[0] = "If";
|
|
IfColumns[1] = "Condition";
|
|
IfColumns[2] = "Optional";
|
|
IfColumns[3] = "Whether to execute this task. It is ignored if this condition evaluates to false.";
|
|
Rows.Add(IfColumns);
|
|
|
|
// Get the width of each column
|
|
int[] Widths = new int[4];
|
|
for(int Idx = 0; Idx < 4; Idx++)
|
|
{
|
|
Widths[Idx] = Rows.Max(x => x[Idx].Length);
|
|
}
|
|
|
|
// Format the markdown table
|
|
string Format = String.Format("| {{0,-{0}}} | {{1,-{1}}} | {{2,-{2}}} | {{3,-{3}}} |", Widths[0], Widths[1], Widths[2], Widths[3]);
|
|
Writer.WriteLine(Format, "", "", "", "");
|
|
Writer.WriteLine(Format, new string('-', Widths[0]), new string('-', Widths[1]), new string('-', Widths[2]), new string('-', Widths[3]));
|
|
for(int Idx = 0; Idx < Rows.Count; Idx++)
|
|
{
|
|
Writer.WriteLine(Format, Rows[Idx][0], Rows[Idx][1], Rows[Idx][2], Rows[Idx][3]);
|
|
}
|
|
|
|
// Blank line before next task
|
|
Writer.WriteLine();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Converts an XML documentation node to markdown
|
|
/// </summary>
|
|
/// <param name="Node">The node to read</param>
|
|
/// <returns>Text in markdown format</returns>
|
|
static string ConvertToMarkdown(XmlNode Node)
|
|
{
|
|
string Text = Node.InnerXml;
|
|
|
|
StringBuilder Result = new StringBuilder();
|
|
for(int Idx = 0; Idx < Text.Length; Idx++)
|
|
{
|
|
if(Char.IsWhiteSpace(Text[Idx]))
|
|
{
|
|
Result.Append(' ');
|
|
while(Idx + 1 < Text.Length && Char.IsWhiteSpace(Text[Idx + 1]))
|
|
{
|
|
Idx++;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Result.Append(Text[Idx]);
|
|
}
|
|
}
|
|
return Result.ToString().Trim();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Legacy command name for compatibility.
|
|
/// </summary>
|
|
public class Build : BuildGraph
|
|
{
|
|
}
|
|
}
|