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532 lines
18 KiB
C#
532 lines
18 KiB
C#
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Text.RegularExpressions;
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using System.Diagnostics;
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using System.IO;
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using System.Reflection;
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using System.Threading;
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using System.Linq;
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namespace UnrealBuildTool
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{
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class ActionThread
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{
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/** Cache the exit code from the command so that the executor can report errors */
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public int ExitCode = 0;
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/** Set to true only when the local or RPC action is complete */
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public bool bComplete = false;
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/** Cache the action that this thread is managing */
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Action Action;
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/** For reporting status to the user */
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int JobNumber;
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int TotalJobs;
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/** Regex that matches environment variables in $(Variable) format. */
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static Regex EnvironmentVariableRegex = new Regex("\\$\\(([\\d\\w]+)\\)");
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/** Replaces the environment variables references in a string with their values. */
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public static string ExpandEnvironmentVariables(string Text)
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{
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foreach (Match EnvironmentVariableMatch in EnvironmentVariableRegex.Matches(Text))
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{
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string VariableValue = Environment.GetEnvironmentVariable(EnvironmentVariableMatch.Groups[1].Value);
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Text = Text.Replace(EnvironmentVariableMatch.Value, VariableValue);
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}
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return Text;
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}
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/**
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* Constructor, takes the action to process
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*/
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public ActionThread(Action InAction, int InJobNumber, int InTotalJobs)
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{
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Action = InAction;
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JobNumber = InJobNumber;
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TotalJobs = InTotalJobs;
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}
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/**
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* Sends a string to an action's OutputEventHandler
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*/
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private static void SendOutputToEventHandler(Action Action, string Output)
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{
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// Output status description (file name) when no output is returned
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if (string.IsNullOrEmpty(Output))
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{
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Output = Action.StatusDescription;
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}
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// pass the output to any handler requested
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if (Action.OutputEventHandler != null)
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{
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// NOTE: This is a pretty nasty hack with C# reflection, however it saves us from having to replace all the
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// handlers in various Toolchains with a wrapper handler that takes a string - it is certainly doable, but
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// touches code outside of this class that I don't want to touch right now
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// DataReceivedEventArgs is not normally constructable, so work around it with creating a scratch Args object
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DataReceivedEventArgs EventArgs = (DataReceivedEventArgs)System.Runtime.Serialization.FormatterServices.GetUninitializedObject(typeof(DataReceivedEventArgs));
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// now we need to set the Data field using reflection, since it is read only
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FieldInfo[] ArgFields = typeof(DataReceivedEventArgs).GetFields(BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly);
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// call the handler once per line
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string[] Lines = Output.Split("\r\n".ToCharArray());
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foreach (string Line in Lines)
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{
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// set the Data field
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ArgFields[0].SetValue(EventArgs, Line);
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// finally call the handler with this faked object
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Action.OutputEventHandler(Action, EventArgs);
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}
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}
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else
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{
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// if no handler, print it out!
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Log.TraceInformation(Output);
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}
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}
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/**
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* The actual function to run in a thread. This is potentially long and blocking
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*/
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private void ThreadFunc()
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{
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// thread start time
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Action.StartTime = DateTimeOffset.Now;
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if (Action.ActionHandler != null)
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{
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// call the function and get the ExitCode and an output string
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string Output;
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Action.ActionHandler(Action, out ExitCode, out Output);
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SendOutputToEventHandler(Action, Output);
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}
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else
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{
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// batch files (.bat, .cmd) need to be run via or cmd /c or shellexecute,
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// the latter which we can't use because we want to redirect input/output
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bool bLaunchViaCmdExe = !Utils.IsRunningOnMono && !Path.GetExtension(Action.CommandPath).ToLower().EndsWith("exe");
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// Create the action's process.
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ProcessStartInfo ActionStartInfo = new ProcessStartInfo();
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ActionStartInfo.WorkingDirectory = ExpandEnvironmentVariables(Action.WorkingDirectory);
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string ExpandedCommandPath = ExpandEnvironmentVariables(Action.CommandPath);
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if (bLaunchViaCmdExe)
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{
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ActionStartInfo.FileName = "cmd.exe";
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ActionStartInfo.Arguments = string.Format
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(
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"/c \"{0} {1}\"",
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ExpandEnvironmentVariables(ExpandedCommandPath),
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ExpandEnvironmentVariables(Action.CommandArguments)
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);
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}
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else
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{
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ActionStartInfo.FileName = ExpandedCommandPath;
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ActionStartInfo.Arguments = ExpandEnvironmentVariables(Action.CommandArguments);
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}
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ActionStartInfo.UseShellExecute = false;
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ActionStartInfo.RedirectStandardInput = Action.bShouldBlockStandardInput;
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ActionStartInfo.RedirectStandardOutput = Action.bShouldBlockStandardOutput;
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ActionStartInfo.RedirectStandardError = Action.bShouldBlockStandardOutput;
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// Log command-line used to execute task if debug info printing is enabled.
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if (BuildConfiguration.bPrintDebugInfo)
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{
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Log.TraceVerbose("Executing: {0} {1}", ExpandedCommandPath, ActionStartInfo.Arguments);
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}
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// Log summary if wanted.
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else if (Action.bShouldOutputStatusDescription)
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{
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string CommandDescription = Action.CommandDescription != null ? Action.CommandDescription : Path.GetFileName(ExpandedCommandPath);
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if (string.IsNullOrEmpty(CommandDescription))
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{
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Log.TraceInformation(Action.StatusDescription);
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}
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else
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{
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Log.TraceInformation("[{0}/{1}] {2} {3}", JobNumber, TotalJobs, CommandDescription, Action.StatusDescription);
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}
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}
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// Try to launch the action's process, and produce a friendly error message if it fails.
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Process ActionProcess = null;
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try
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{
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try
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{
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ActionProcess = new Process();
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ActionProcess.StartInfo = ActionStartInfo;
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bool bShouldRedirectOuput = Action.OutputEventHandler != null;
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if (bShouldRedirectOuput)
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{
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ActionStartInfo.RedirectStandardOutput = true;
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ActionStartInfo.RedirectStandardError = true;
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ActionProcess.EnableRaisingEvents = true;
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ActionProcess.OutputDataReceived += Action.OutputEventHandler;
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ActionProcess.ErrorDataReceived += Action.OutputEventHandler;
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}
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ActionProcess.Start();
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if (bShouldRedirectOuput)
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{
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ActionProcess.BeginOutputReadLine();
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ActionProcess.BeginErrorReadLine();
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}
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}
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catch (Exception ex)
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{
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throw new BuildException(ex, "Failed to start local process for action: {0} {1}\r\n{2}", Action.CommandPath, Action.CommandArguments, ex.ToString());
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}
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// wait for process to start
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// NOTE: this may or may not be necessary; seems to depend on whether the system UBT is running on start the process in a timely manner.
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int checkIterations = 0;
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bool haveConfiguredProcess = false;
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do
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{
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if(ActionProcess.HasExited)
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{
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if(haveConfiguredProcess == false)
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Debug.WriteLine("Process for action exited before able to configure!");
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break;
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}
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Thread.Sleep(100);
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if( !haveConfiguredProcess)
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{
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try
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{
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ActionProcess.PriorityClass = ProcessPriorityClass.BelowNormal;
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haveConfiguredProcess = true;
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}
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catch(Exception)
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{
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}
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break;
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}
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checkIterations++;
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} while(checkIterations < 10);
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if(checkIterations == 10)
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{
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throw new BuildException("Failed to configure local process for action: {0} {1}", Action.CommandPath, Action.CommandArguments);
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}
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// block until it's complete
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// @todo iosmerge: UBT had started looking at: if (Utils.IsValidProcess(Process))
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// do we need to check that in the thread model?
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while (!ActionProcess.HasExited)
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{
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Thread.Sleep(10);
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}
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// capture exit code
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ExitCode = ActionProcess.ExitCode;
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}
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finally
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{
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// As the process has finished now, free its resources. On non-Windows platforms, processes depend
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// on POSIX/BSD threading and these are limited per application. Disposing the Process releases
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// these thread resources.
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if(ActionProcess != null)
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ActionProcess.Close();
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}
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}
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// track how long it took
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Action.EndTime = DateTimeOffset.Now;
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// send telemetry
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{
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// See if the action produced a PCH file (infer from the extension as we no longer have the compile environments used to generate the actions.
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var ActionProducedPCH = Action.ProducedItems.Find(fileItem => new[] { ".PCH", ".GCH" }.Contains(Path.GetExtension(fileItem.AbsolutePath).ToUpperInvariant()));
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if (ActionProducedPCH != null && File.Exists(ActionProducedPCH.AbsolutePath)) // File may not exist if we're building remotely
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{
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// If we had a valid match for a PCH item, send an event.
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Telemetry.SendEvent("PCHTime.2",
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"ExecutorType", "Local",
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// Use status description because on VC tool chains it tells us more details about shared PCHs and their source modules.
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"Filename", Action.StatusDescription,
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// Get the length from the OS instead of the FileItem.Length is really for when the file is used as an input,
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// so the stored length is absent for a new for or out of date at best.
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"FileSize", new FileInfo(ActionProducedPCH.AbsolutePath).Length.ToString(),
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"Duration", Action.Duration.TotalSeconds.ToString("0.00"));
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}
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}
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if (!Utils.IsRunningOnMono)
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{
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// let RPCUtilHelper clean up anything thread related
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RPCUtilHelper.OnThreadComplete();
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}
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// we are done!!
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bComplete = true;
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}
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/**
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* Starts a thread and runs the action in that thread
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*/
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public void Run()
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{
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Thread T = new Thread(ThreadFunc);
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T.Start();
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}
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};
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public class LocalExecutor
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{
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/**
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* Executes the specified actions locally.
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* @return True if all the tasks successfully executed, or false if any of them failed.
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*/
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public static bool ExecuteActions(List<Action> Actions)
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{
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// Time to sleep after each iteration of the loop in order to not busy wait.
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const float LoopSleepTime = 0.1f;
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// Use WMI to figure out physical cores, excluding hyper threading.
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int NumCores = 0;
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if (!Utils.IsRunningOnMono)
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{
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foreach(var Item in new System.Management.ManagementObjectSearcher("Select * from Win32_Processor").Get())
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{
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NumCores += int.Parse(Item["NumberOfCores"].ToString());
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}
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}
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// On some systems this requires a hot fix to work so we fall back to using the (logical) processor count.
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if( NumCores == 0 )
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{
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NumCores = System.Environment.ProcessorCount;
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}
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// The number of actions to execute in parallel is trying to keep the CPU busy enough in presence of I/O stalls.
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int MaxActionsToExecuteInParallel = 0;
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// The CPU has more logical cores than physical ones, aka uses hyper-threading.
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if( NumCores < System.Environment.ProcessorCount )
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{
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MaxActionsToExecuteInParallel = (int) (NumCores * BuildConfiguration.ProcessorCountMultiplier);
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}
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// No hyper-threading. Only kicking off a task per CPU to keep machine responsive.
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else
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{
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MaxActionsToExecuteInParallel = NumCores;
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}
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if (Utils.IsRunningOnMono)
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{
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// heuristic: give each action at least 1.5GB of RAM (some clang instances will need more, actually)
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long MinMemoryPerActionMB = 3 * 1024 / 2;
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long PhysicalRAMAvailableMB = (new PerformanceCounter ("Mono Memory", "Total Physical Memory").RawValue) / (1024 * 1024);
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int MaxActionsAffordedByMemory = (int)(Math.Max(1, (PhysicalRAMAvailableMB) / MinMemoryPerActionMB));
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MaxActionsToExecuteInParallel = Math.Min(MaxActionsToExecuteInParallel, MaxActionsAffordedByMemory);
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if (ExternalExecution.GetRuntimePlatform() == UnrealTargetPlatform.Mac)
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{
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string NumUBTBuildTasks = Environment.GetEnvironmentVariable("NumUBTBuildTasks");
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Int32 MaxUBTBuildTasks = MaxActionsToExecuteInParallel;
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if(Int32.TryParse(NumUBTBuildTasks, out MaxUBTBuildTasks))
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{
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MaxActionsToExecuteInParallel = MaxUBTBuildTasks;
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}
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}
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}
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Log.TraceInformation("Performing {0} actions (max {1} parallel jobs)", Actions.Count, MaxActionsToExecuteInParallel);
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Dictionary<Action, ActionThread> ActionThreadDictionary = new Dictionary<Action, ActionThread>();
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int JobNumber = 1;
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using(ProgressWriter ProgressWriter = new ProgressWriter("Compiling source code...", false))
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{
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int ProgressValue = 0;
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while(true)
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{
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// Count the number of pending and still executing actions.
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int NumUnexecutedActions = 0;
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int NumExecutingActions = 0;
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foreach (Action Action in Actions)
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{
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ActionThread ActionThread = null;
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bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionThread);
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if (bFoundActionProcess == false)
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{
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NumUnexecutedActions++;
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}
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else if (ActionThread != null)
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{
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if (ActionThread.bComplete == false)
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{
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NumUnexecutedActions++;
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NumExecutingActions++;
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}
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}
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}
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// Update the current progress
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int NewProgressValue = Actions.Count + 1 - NumUnexecutedActions;
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if (ProgressValue != NewProgressValue)
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{
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ProgressWriter.Write(ProgressValue, Actions.Count + 1);
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ProgressValue = NewProgressValue;
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}
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// If there aren't any pending actions left, we're done executing.
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if (NumUnexecutedActions == 0)
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{
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break;
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}
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// If there are fewer actions executing than the maximum, look for pending actions that don't have any outdated
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// prerequisites.
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foreach (Action Action in Actions)
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{
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ActionThread ActionProcess = null;
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bool bFoundActionProcess = ActionThreadDictionary.TryGetValue(Action, out ActionProcess);
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if (bFoundActionProcess == false)
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{
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if (NumExecutingActions < Math.Max(1,MaxActionsToExecuteInParallel))
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{
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// Determine whether there are any prerequisites of the action that are outdated.
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bool bHasOutdatedPrerequisites = false;
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bool bHasFailedPrerequisites = false;
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foreach (FileItem PrerequisiteItem in Action.PrerequisiteItems)
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{
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if (PrerequisiteItem.ProducingAction != null && Actions.Contains(PrerequisiteItem.ProducingAction))
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{
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ActionThread PrerequisiteProcess = null;
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bool bFoundPrerequisiteProcess = ActionThreadDictionary.TryGetValue( PrerequisiteItem.ProducingAction, out PrerequisiteProcess );
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if (bFoundPrerequisiteProcess == true)
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{
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if (PrerequisiteProcess == null)
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{
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bHasFailedPrerequisites = true;
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}
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else if (PrerequisiteProcess.bComplete == false)
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{
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bHasOutdatedPrerequisites = true;
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}
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else if (PrerequisiteProcess.ExitCode != 0)
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{
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bHasFailedPrerequisites = true;
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}
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}
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else
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{
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bHasOutdatedPrerequisites = true;
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}
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}
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}
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// If there are any failed prerequisites of this action, don't execute it.
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if (bHasFailedPrerequisites)
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{
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// Add a null entry in the dictionary for this action.
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ActionThreadDictionary.Add( Action, null );
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}
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// If there aren't any outdated prerequisites of this action, execute it.
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else if (!bHasOutdatedPrerequisites)
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{
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ActionThread ActionThread = new ActionThread(Action, JobNumber, Actions.Count);
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JobNumber++;
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ActionThread.Run();
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ActionThreadDictionary.Add(Action, ActionThread);
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NumExecutingActions++;
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}
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}
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}
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}
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System.Threading.Thread.Sleep(TimeSpan.FromSeconds(LoopSleepTime));
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}
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}
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Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats, TraceEventType.Information, "-------- Begin Detailed Action Stats ----------------------------------------------------------");
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Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats, TraceEventType.Information, "^Action Type^Duration (seconds)^Tool^Task^Using PCH^Description");
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double TotalThreadSeconds = 0;
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// Check whether any of the tasks failed and log action stats if wanted.
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bool bSuccess = true;
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foreach (KeyValuePair<Action, ActionThread> ActionProcess in ActionThreadDictionary)
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{
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Action Action = ActionProcess.Key;
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ActionThread ActionThread = ActionProcess.Value;
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// Check for pending actions, preemptive failure
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if (ActionThread == null)
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{
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bSuccess = false;
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continue;
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}
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// Check for executed action but general failure
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if (ActionThread.ExitCode != 0)
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{
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bSuccess = false;
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}
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// Log CPU time, tool and task.
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double ThreadSeconds = Action.Duration.TotalSeconds;
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Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats,
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TraceEventType.Information,
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"^{0}^{1:0.00}^{2}^{3}^{4}^{5}",
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Action.ActionType.ToString(),
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ThreadSeconds,
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Path.GetFileName(Action.CommandPath),
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Action.StatusDescription,
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Action.bIsUsingPCH,
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Action.StatusDetailedDescription);
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// Update statistics
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switch (Action.ActionType)
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{
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case ActionType.BuildProject:
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UnrealBuildTool.TotalBuildProjectTime += ThreadSeconds;
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break;
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case ActionType.Compile:
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UnrealBuildTool.TotalCompileTime += ThreadSeconds;
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break;
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case ActionType.CreateAppBundle:
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UnrealBuildTool.TotalCreateAppBundleTime += ThreadSeconds;
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break;
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case ActionType.GenerateDebugInfo:
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UnrealBuildTool.TotalGenerateDebugInfoTime += ThreadSeconds;
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break;
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case ActionType.Link:
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UnrealBuildTool.TotalLinkTime += ThreadSeconds;
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break;
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default:
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UnrealBuildTool.TotalOtherActionsTime += ThreadSeconds;
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break;
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}
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// Keep track of total thread seconds spent on tasks.
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TotalThreadSeconds += ThreadSeconds;
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}
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Log.TraceInformation("-------- End Detailed Actions Stats -----------------------------------------------------------");
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// Log total CPU seconds and numbers of processors involved in tasks.
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Log.WriteLineIf(BuildConfiguration.bLogDetailedActionStats || BuildConfiguration.bPrintDebugInfo,
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TraceEventType.Information, "Cumulative thread seconds ({0} processors): {1:0.00}", System.Environment.ProcessorCount, TotalThreadSeconds);
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return bSuccess;
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}
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};
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}
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