/// <summary> /// Execute the task. /// </summary> /// <param name="Job">Information about the current job</param> /// <param name="BuildProducts">Set of build products produced by this node.</param> /// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param> /// <returns>True if the task succeeded</returns> public override bool Execute(JobContext Job, HashSet <FileReference> BuildProducts, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { // Get the list of symbol file name patterns from the platform. UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(Parameters.Platform); UEToolChain ToolChain = Platform.CreateContext(null).CreateToolChainForDefaultCppPlatform(); var DirectoryStructure = ToolChain.SymbolServerDirectoryStructure; if (DirectoryStructure == null) { CommandUtils.LogError("Platform does not specify the symbol server structure. Cannot age the symbol server."); return(false); } string Filter = string.IsNullOrWhiteSpace(Parameters.Filter) ? string.Empty : Parameters.Filter.Trim(); // Get the time at which to expire files DateTime ExpireTimeUtc = DateTime.UtcNow - TimeSpan.FromDays(Parameters.Days); CommandUtils.Log("Expiring all files before {0}...", ExpireTimeUtc); // Scan the store directory and delete old symbol files DirectoryReference SymbolServerDirectory = ResolveDirectory(Parameters.StoreDir); LockFile.TakeLock(SymbolServerDirectory, TimeSpan.FromMinutes(15), () => { RecurseDirectory(ExpireTimeUtc, new DirectoryInfo(SymbolServerDirectory.FullName), DirectoryStructure, 0, Filter); }); return(true); }
/// <summary> /// Execute the task. /// </summary> /// <param name="Job">Information about the current job</param> /// <param name="BuildProducts">Set of build products produced by this node.</param> /// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param> /// <returns>True if the task succeeded</returns> public override bool Execute(JobContext Job, HashSet <FileReference> BuildProducts, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { bool bSuccess = false; UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(Parameters.Platform); UEToolChain ToolChain = Platform.CreateContext(null, null).CreateToolChainForDefaultCppPlatform(); // Find the matching files List <FileReference> Files = ResolveFilespec(CommandUtils.RootDirectory, Parameters.Files, TagNameToFileSet).ToList(); // Get the symbol store directory DirectoryReference StoreDir = ResolveDirectory(Parameters.StoreDir); // Take the lock before accessing the symbol server LockFile.TakeLock(StoreDir, TimeSpan.FromMinutes(15), () => { bSuccess = ToolChain.PublishSymbols(StoreDir, Files, Parameters.Product); }); if (!bSuccess) { CommandUtils.LogError("Failure publishing symbol files."); } return(bSuccess); }
/// <summary> /// Execute the task. /// </summary> /// <param name="Job">Information about the current job</param> /// <param name="BuildProducts">Set of build products produced by this node.</param> /// <param name="TagNameToFileSet">Mapping from tag names to the set of files they include</param> /// <returns>True if the task succeeded</returns> public override bool Execute(JobContext Job, HashSet <FileReference> BuildProducts, Dictionary <string, HashSet <FileReference> > TagNameToFileSet) { // Get the base directory DirectoryReference BaseDir = ResolveDirectory(Parameters.BaseDir); // Get the output directory DirectoryReference OutputDir = ResolveDirectory(Parameters.OutputDir); // Make sure the source and destination directories don't overlap. We can't strip in-place at the moment. if (BaseDir == OutputDir) { CommandUtils.LogError("Output directory for stripped files is the same as source directory ({0})", BaseDir.FullName); return(false); } // Find the matching files FileReference[] SourceFiles = ResolveFilespec(BaseDir, Parameters.Files, TagNameToFileSet).OrderBy(x => x.FullName).ToArray(); // Create the matching target files FileReference[] TargetFiles = SourceFiles.Select(x => FileReference.Combine(OutputDir, x.MakeRelativeTo(BaseDir))).ToArray(); // Run the stripping command UEBuildPlatform Platform = UEBuildPlatform.GetBuildPlatform(Parameters.Platform); UEToolChain ToolChain = Platform.CreateContext(null, null).CreateToolChainForDefaultCppPlatform(); for (int Idx = 0; Idx < SourceFiles.Length; Idx++) { TargetFiles[Idx].Directory.CreateDirectory(); CommandUtils.Log("Stripping symbols: {0} -> {1}", SourceFiles[Idx].FullName, TargetFiles[Idx].FullName); ToolChain.StripSymbols(SourceFiles[Idx].FullName, TargetFiles[Idx].FullName); } // Apply the optional tag to the build products foreach (string TagName in FindTagNamesFromList(Parameters.Tag)) { FindOrAddTagSet(TagNameToFileSet, TagName).UnionWith(TargetFiles); } // Add the target files to the set of build products BuildProducts.UnionWith(TargetFiles); return(true); }
/// <summary> /// Entry point for the commandlet /// </summary> public override void ExecuteBuild() { string OutputDir = ParseParamValue("OutputDir"); string ContentOnlyPlatformsString = ParseParamValue("ContentOnlyPlatforms"); IEnumerable <UnrealTargetPlatform> ContentOnlyPlatforms = Enumerable.Empty <UnrealTargetPlatform>(); if (!String.IsNullOrWhiteSpace(ContentOnlyPlatformsString)) { ContentOnlyPlatforms = ContentOnlyPlatformsString.Split(';').Where(x => !String.IsNullOrWhiteSpace(x)).Select(x => (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), x)); } string AnalyticsTypeOverride = ParseParamValue("AnalyticsTypeOverride"); // Write InstalledBuild.txt to indicate Engine is installed string InstalledBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledBuild.txt"); CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledBuildFile)); CommandUtils.WriteAllText(InstalledBuildFile, ""); string OutputEnginePath = Path.Combine(OutputDir, "Engine"); string OutputBaseEnginePath = Path.Combine(OutputEnginePath, "Config", "BaseEngine.ini"); FileAttributes OutputAttributes = FileAttributes.ReadOnly; List <String> IniLines = new List <String>(); // Should always exist but if not, we don't need extra line if (File.Exists(OutputBaseEnginePath)) { OutputAttributes = File.GetAttributes(OutputBaseEnginePath); IniLines.Add(""); } else { CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(OutputBaseEnginePath)); CommandUtils.WriteAllText(OutputBaseEnginePath, ""); OutputAttributes = File.GetAttributes(OutputBaseEnginePath) | OutputAttributes; } // Create list of platform configurations installed in a Rocket build List <InstalledPlatformInfo.InstalledPlatformConfiguration> InstalledConfigs = new List <InstalledPlatformInfo.InstalledPlatformConfiguration>(); foreach (UnrealTargetPlatform CodeTargetPlatform in Enum.GetValues(typeof(UnrealTargetPlatform))) { UEBuildPlatform BuildPlatform = UEBuildPlatform.GetBuildPlatform(CodeTargetPlatform, true); if (BuildPlatform != null) { string Architecture = BuildPlatform.CreateContext(null).GetActiveArchitecture(); // Try to parse additional Architectures from the command line string Architectures = ParseParamValue(CodeTargetPlatform.ToString() + "Architectures"); string GPUArchitectures = ParseParamValue(CodeTargetPlatform.ToString() + "GPUArchitectures"); // Build a list of pre-compiled architecture combinations for this platform if any List <string> AllArchNames; if (!String.IsNullOrWhiteSpace(Architectures) && !String.IsNullOrWhiteSpace(GPUArchitectures)) { AllArchNames = (from Arch in Architectures.Split('+') from GPUArch in GPUArchitectures.Split('+') select "-" + Arch + "-" + GPUArch).ToList(); } else if (!String.IsNullOrWhiteSpace(Architectures)) { AllArchNames = Architectures.Split('+').ToList(); } else { AllArchNames = new List <string>(); } // Check whether this platform should only be used for content based projects EProjectType ProjectType = ContentOnlyPlatforms.Contains(CodeTargetPlatform) ? EProjectType.Content : EProjectType.Any; // Allow Content only platforms to be shown as options in all projects bool bCanBeDisplayed = ProjectType == EProjectType.Content; foreach (UnrealTargetConfiguration CodeTargetConfiguration in Enum.GetValues(typeof(UnrealTargetConfiguration))) { // Need to check for development receipt as we use that for the Engine code in DebugGame UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration; string ReceiptFileName = TargetReceipt.GetDefaultPath(OutputEnginePath, "UE4Game", CodeTargetPlatform, EngineConfiguration, Architecture); if (File.Exists(ReceiptFileName)) { // Strip the output folder so that this can be used on any machine ReceiptFileName = new FileReference(ReceiptFileName).MakeRelativeTo(new DirectoryReference(OutputDir)); // If we have pre-compiled architectures for this platform then add an entry for each of these - // there isn't a receipt for each architecture like some other platforms if (AllArchNames.Count > 0) { foreach (string Arch in AllArchNames) { InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Arch, ReceiptFileName, ProjectType, bCanBeDisplayed)); } } else { InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, TargetRules.TargetType.Game, Architecture, ReceiptFileName, ProjectType, bCanBeDisplayed)); } } } } } UnrealBuildTool.InstalledPlatformInfo.WriteConfigFileEntries(InstalledConfigs, ref IniLines); if (!String.IsNullOrEmpty(AnalyticsTypeOverride)) { // Write Custom Analytics type setting IniLines.Add(""); IniLines.Add("[Analytics]"); IniLines.Add(String.Format("UE4TypeOverride=\"{0}\"", AnalyticsTypeOverride)); } // Make sure we can write to the the config file File.SetAttributes(OutputBaseEnginePath, OutputAttributes & ~FileAttributes.ReadOnly); File.AppendAllLines(OutputBaseEnginePath, IniLines); File.SetAttributes(OutputBaseEnginePath, OutputAttributes); }