public LocalizationTask(LocalizationBatch InBatch, string InUEProjectRoot, string InLocalizationProviderName, int InPendingChangeList, BuildCommand InCommand) { Batch = InBatch; RootWorkingDirectory = CombinePaths(InUEProjectRoot, Batch.UEProjectDirectory); RootLocalizationTargetDirectory = CombinePaths(InUEProjectRoot, Batch.LocalizationTargetDirectory); // Try and find our localization provider { LocalizationProvider.LocalizationProviderArgs LocProviderArgs; LocProviderArgs.RootWorkingDirectory = RootWorkingDirectory; LocProviderArgs.RootLocalizationTargetDirectory = RootLocalizationTargetDirectory; LocProviderArgs.RemoteFilenamePrefix = Batch.RemoteFilenamePrefix; LocProviderArgs.Command = InCommand; LocProviderArgs.PendingChangeList = InPendingChangeList; LocProvider = LocalizationProvider.GetLocalizationProvider(InLocalizationProviderName, LocProviderArgs); } }
private void ProcessLocalizationProjects(LocalizationBatch LocalizationBatch, int PendingChangeList, string UEProjectRoot, string UEProjectName, string LocalizationProviderName, List <string> LocalizationSteps, string AdditionalCommandletArguments) { var EditorExe = CombinePaths(CmdEnv.LocalRoot, @"Engine/Binaries/Win64/UE4Editor-Cmd.exe"); var RootWorkingDirectory = CombinePaths(UEProjectRoot, LocalizationBatch.UEProjectDirectory); var RootLocalizationTargetDirectory = CombinePaths(UEProjectRoot, LocalizationBatch.LocalizationTargetDirectory); // Try and find our localization provider LocalizationProvider LocProvider = null; { LocalizationProvider.LocalizationProviderArgs LocProviderArgs; LocProviderArgs.RootWorkingDirectory = RootWorkingDirectory; LocProviderArgs.RootLocalizationTargetDirectory = RootLocalizationTargetDirectory; LocProviderArgs.RemoteFilenamePrefix = LocalizationBatch.RemoteFilenamePrefix; LocProviderArgs.Command = this; LocProviderArgs.PendingChangeList = PendingChangeList; LocProvider = LocalizationProvider.GetLocalizationProvider(LocalizationProviderName, LocProviderArgs); } // Make sure the Localization configs and content is up-to-date to ensure we don't get errors later on if (P4Enabled) { Log("Sync necessary content to head revision"); P4.Sync(P4Env.BuildRootP4 + "/" + LocalizationBatch.LocalizationTargetDirectory + "/Config/Localization/..."); P4.Sync(P4Env.BuildRootP4 + "/" + LocalizationBatch.LocalizationTargetDirectory + "/Content/Localization/..."); } // Generate the info we need to gather for each project var ProjectInfos = new List <ProjectInfo>(); foreach (var ProjectName in LocalizationBatch.LocalizationProjectNames) { ProjectInfos.Add(GenerateProjectInfo(RootLocalizationTargetDirectory, ProjectName, LocalizationSteps)); } if (LocalizationSteps.Contains("Download") && LocProvider != null) { // Export all text from our localization provider foreach (var ProjectInfo in ProjectInfos) { LocProvider.DownloadProjectFromLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ImportInfo); } } // Setup editor arguments for SCC. string EditorArguments = String.Empty; if (P4Enabled) { EditorArguments = String.Format("-SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Passwd={4} -P4Changelist={5} -EnableSCC -DisableSCCSubmit", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, P4.GetAuthenticationToken(), PendingChangeList); } else { EditorArguments = String.Format("-SCCProvider={0}", "None"); } EditorArguments += " -Unattended"; // Execute commandlet for each config in each project. bool bLocCommandletFailed = false; foreach (var ProjectInfo in ProjectInfos) { foreach (var LocalizationStep in ProjectInfo.LocalizationSteps) { if (!LocalizationSteps.Contains(LocalizationStep.Name)) { continue; } var CommandletArguments = String.Format("-config=\"{0}\"", LocalizationStep.LocalizationConfigFile); if (!String.IsNullOrEmpty(AdditionalCommandletArguments)) { CommandletArguments += " " + AdditionalCommandletArguments; } string Arguments = String.Format("{0} -run=GatherText {1} {2}", UEProjectName, EditorArguments, CommandletArguments); Log("Running localization commandlet: {0}", Arguments); var StartTime = DateTime.UtcNow; var RunResult = Run(EditorExe, Arguments, null, ERunOptions.Default | ERunOptions.NoLoggingOfRunCommand); // Disable logging of the run command as it will print the exit code which GUBP can pick up as an error (we do that ourselves below) var RunDuration = (DateTime.UtcNow - StartTime).TotalMilliseconds; Log("Localization commandlet finished in {0}s", RunDuration / 1000); if (RunResult.ExitCode != 0) { LogWarning("The localization commandlet exited with code {0} which likely indicates a crash. It ran with the following arguments: '{1}'", RunResult.ExitCode, Arguments); bLocCommandletFailed = true; break; // We failed a step, so don't process any other steps in this config chain } } } if (LocalizationSteps.Contains("Upload") && LocProvider != null) { if (bLocCommandletFailed) { LogWarning("Skipping upload to the localization provider due to an earlier commandlet failure."); } else { // Upload all text to our localization provider foreach (var ProjectInfo in ProjectInfos) { LocProvider.UploadProjectToLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ExportInfo); } } } }
private void ProcessLocalizationProjects(LocalizationBatch LocalizationBatch, string UEProjectRoot, string UEProjectName, string LocalizationProviderName, List<string> LocalizationSteps, string AdditionalCommandletArguments) { var EditorExe = CombinePaths(CmdEnv.LocalRoot, @"Engine/Binaries/Win64/UE4Editor-Cmd.exe"); var RootWorkingDirectory = CombinePaths(UEProjectRoot, LocalizationBatch.UEProjectDirectory); // Try and find our localization provider LocalizationProvider LocProvider = null; { LocalizationProvider.LocalizationProviderArgs LocProviderArgs; LocProviderArgs.RootWorkingDirectory = RootWorkingDirectory; LocProviderArgs.RemoteFilenamePrefix = LocalizationBatch.RemoteFilenamePrefix; LocProviderArgs.CommandUtils = this; LocProvider = LocalizationProvider.GetLocalizationProvider(LocalizationProviderName, LocProviderArgs); } // Make sure the Localization configs and content is up-to-date to ensure we don't get errors later on if (P4Enabled) { Log("Sync necessary content to head revision"); P4.Sync(P4Env.BuildRootP4 + "/" + LocalizationBatch.UEProjectDirectory + "/Config/Localization/..."); P4.Sync(P4Env.BuildRootP4 + "/" + LocalizationBatch.UEProjectDirectory + "/Content/Localization/..."); } // Generate the info we need to gather for each project var ProjectInfos = new List<ProjectInfo>(); foreach (var ProjectName in LocalizationBatch.LocalizationProjectNames) { ProjectInfos.Add(GenerateProjectInfo(RootWorkingDirectory, ProjectName, LocalizationSteps)); } if (LocalizationSteps.Contains("Download") && LocProvider != null) { // Export all text from our localization provider foreach (var ProjectInfo in ProjectInfos) { LocProvider.DownloadProjectFromLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ImportInfo); } } // Setup editor arguments for SCC. string EditorArguments = String.Empty; if (P4Enabled) { EditorArguments = String.Format("-SCCProvider={0} -P4Port={1} -P4User={2} -P4Client={3} -P4Passwd={4}", "Perforce", P4Env.P4Port, P4Env.User, P4Env.Client, P4.GetAuthenticationToken()); } else { EditorArguments = String.Format("-SCCProvider={0}", "None"); } // Setup commandlet arguments for SCC. string CommandletSCCArguments = String.Empty; if (P4Enabled) { CommandletSCCArguments += (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " ") + "-EnableSCC"; } if (!AllowSubmit) { CommandletSCCArguments += (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " ") + "-DisableSCCSubmit"; } // Execute commandlet for each config in each project. bool bLocCommandletFailed = false; foreach (var ProjectInfo in ProjectInfos) { foreach (var LocalizationStep in ProjectInfo.LocalizationSteps) { if (!LocalizationSteps.Contains(LocalizationStep.Name)) { continue; } var CommandletArguments = String.Format("-config=\"{0}\"", LocalizationStep.LocalizationConfigFile) + (String.IsNullOrEmpty(CommandletSCCArguments) ? "" : " " + CommandletSCCArguments); if (!String.IsNullOrEmpty(AdditionalCommandletArguments)) { CommandletArguments += " " + AdditionalCommandletArguments; } string Arguments = String.Format("{0} -run=GatherText {1} {2}", UEProjectName, EditorArguments, CommandletArguments); Log("Running localization commandlet: {0}", Arguments); var StartTime = DateTime.UtcNow; var RunResult = Run(EditorExe, Arguments, null, ERunOptions.Default | ERunOptions.NoLoggingOfRunCommand); // Disable logging of the run command as it will print the exit code which GUBP can pick up as an error (we do that ourselves below) var RunDuration = (DateTime.UtcNow - StartTime).TotalMilliseconds; Log("Localization commandlet finished in {0}s", RunDuration / 1000); if (RunResult.ExitCode != 0) { LogWarning("The localization commandlet exited with code {0} which likely indicates a crash. It ran with the following arguments: '{1}'", RunResult.ExitCode, Arguments); bLocCommandletFailed = true; break; // We failed a step, so don't process any other steps in this config chain } } } if (LocalizationSteps.Contains("Upload") && LocProvider != null) { if (bLocCommandletFailed) { LogWarning("Skipping upload to the localization provider due to an earlier commandlet failure."); } else { // Upload all text to our localization provider foreach (var ProjectInfo in ProjectInfos) { LocProvider.UploadProjectToLocalizationProvider(ProjectInfo.ProjectName, ProjectInfo.ExportInfo); } } } }