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#rb Sebastian.Nordgren #rnx #jira UE-156436 #preflight 62c287f9a3568e30664eb94f ### VA Standalone Tool - We now plan to add much more functionality to the tool than just virtualizing and submitting changelists, so to make this easier I am moving the tool towards a design where it should be fairly easy to add new functionality. - Added FCommand, which is a base class for adding new functionality, simple derive from FCommand and hook it up at the appropriate locations. -- In the future it should be possible for new command types to automatically register themselves to be initiated from the command line. There should be no need to edit UnrealVirtualizationToolApp to add a new command but this will be done as an additional work item. -- At the moment FCommand comes with a number of utility methods to call that cover some common source control commands. -- The original functionality has not yet been moved to the command system and so the code is a little bit weird at the moment. Updating older code to the new system will be done as an additional work item. - FProject/FPlugin have been moved to their own code files. ### Rehydrate Command - The rehydrate command will take a number of packages, check them out of source control and then attempt to virtualize them. - At the moment the chekout logic is fairly basic, we just check out every package supplied, we don't check if the package is virtualized or not yet. This can be improved in additional work items. Ideally by the end of command the only packages that we have checked out should also be rehydrated. - At the moment the command can either take a path of a specific package, a path of a directory to find packages in, or a changelist containing packages that should be rehydrated. - A cleint spec (workspace) can optionally be provided, but if not supplied we will attempt to find a client spec for which to check out the packages. - Currently we will check out the packages to the default change list. ### Rehydrate process - Added the rehydration process in it's own code files in the virtualization module. Like the virtualization process this is exposed in a public header file and no via the Core interface which means it is very specific to our module/implementation. - The process expects that the caller will have checked out any required packages from source control. It will treat being unable to update a package file as an error. - Added PackageUtils.h/.cpp and moved some of the generic code from the virtualization process code there so that it can be shared by the rehydration process. ### Misc Moving away from the using things like FPackagePath as that requires that the correct mount points have been registered for a project and at the moment (with the flakiness of FConfig*) it seems that the best idea would be to prefer absolute file paths where possible. [CL 20982284 by paul chipchase in ue5-main branch]
77 lines
3.3 KiB
C++
77 lines
3.3 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "Containers/UnrealString.h"
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namespace UE
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{
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class FPackageTrailer;
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class FPackageTrailerBuilder;
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} // namespace UE
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namespace UE::Virtualization
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{
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/**
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* Check that the given package ends with PACKAGE_FILE_TAG. Intended to be used to make sure that
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* we have truncated a package correctly when removing the trailers.
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*
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* @param PackagePath The path of the package that should be checked
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* @param Errors [out] Errors created by the function will be added here
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*
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* @return True if the package is correctly terminated with a PACKAGE_FILE_TAG, false if the tag
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* was not found or if we were unable to read the file's contents.
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*/
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bool ValidatePackage(const FString& PackagePath, TArray<FText>& OutErrors);
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/** Tests if we would be able to write to the given file if we wanted to */
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bool CanWriteToFile(const FString& FilePath);
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// TODO: The following functions probably need reworking to be safer/faster
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// for example passing in the original trailer in order to remove it from the original
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// package can be error prone if the wrong trailer is supplied.
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/**
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* Creates a copy of the given package but the copy will not include the FPackageTrailer.
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*
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* @param SourcePath The absolute path of the package to copy
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* @param DstPath The path where the copy should be created
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* @param Trailer The trailer found in 'PackagePath' that is already loaded (used to know where we cut the trailer off)
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* @param Errors [out] Errors created by the function will be added here
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*
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* @return Returns true if the package was copied correctly, false otherwise. Note even when returning false a file might have been created at 'CopyPath'
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*/
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bool TryCopyPackageWithoutTrailer(const FString& SourcePath, const FString& DstPath, const FPackageTrailer& Trailer, TArray<FText>& OutErrors);
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/**
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* Create a copy of an existing package but replace the trailer with an updated version of the original trailer. The copy will be to a tmp file
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* under the 'Saved' directory.
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*
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* @param AbsolutePackagePath The path of the package to duplicate
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* @param Tailer The original trailer in the package, which has been updated with calls to UpdatePayloadAsVirtualized
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* @param OutErrors An array that will contain any errors encountered
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*
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* @return The path of the duplicated package file, if the duplicate was not created due to errors then the path returns will be empty
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*/
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FString DuplicatePackageWithUpdatedTrailer(const FString& AbsolutePackagePath, const FPackageTrailer& Trailer, TArray<FText>& OutErrors);
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/**
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* Create a copy of an existing package but replace the trailer with an updated version of the original trailer. The copy will be to a tmp file
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* under the 'Saved' directory.
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*
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* @param AbsolutePackagePath The path of the package to duplicate
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* @param Tailer The original trailer in the package
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* @param Builder A builder filled with the data required to make the new package trailer
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* @param OutErrors An array that will contain any errors encountered
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*
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* @return The path of the duplicated package file, if the duplicate was not created due to errors then the path returns will be empty
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*/
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FString DuplicatePackageWithNewTrailer(const FString& AbsolutePackagePath, const FPackageTrailer& Trailer, const FPackageTrailerBuilder& Builder, TArray<FText>& OutErrors);
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} // namespace UE::Virtualization
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