public static bool Robust_DirectoryExists_NoExceptions(string Directoryname, string Message) { bool bFound = false; if (!CommandUtils.DirectoryExists_NoExceptions(Directoryname)) { // mac is terrible on shares, this isn't a solution, but a stop gap if (Directoryname.StartsWith("/Volumes/")) { int Retry = 0; while (!bFound && Retry < 60) { //@todo: These retries should be reported so we can track how often they are occurring. CommandUtils.LogInformation("*** Mac temp storage retry {0}", Directoryname); System.Threading.Thread.Sleep(10000); bFound = CommandUtils.DirectoryExists_NoExceptions(Directoryname); Retry++; } } } else { bFound = true; } return(bFound); }
public List <string> Distill(string FullPathAndWildcard, bool bRecursive = false, bool bAllowMissing = false, bool MoveSymbols = true, params string[] Exclusions) { var FilesToCopy = new List <string>(); string AbsFile = CommandUtils.CombinePaths(FullPathAndWildcard); CommandUtils.Log("Distilling {0}", AbsFile); string PathOnly = Path.GetDirectoryName(AbsFile); if (!CommandUtils.DirectoryExists_NoExceptions(PathOnly)) { if (bAllowMissing) { return(FilesToCopy); } throw new AutomationException("Path {0} was used to distill {1} but it doesn't exist.", PathOnly, AbsFile); } var Files = CommandUtils.FindFiles(Path.GetFileName(AbsFile), bRecursive, PathOnly); var Exclude = new List <string>(); foreach (var Excl in Exclusions) { if (!Excl.Contains("/") && !Excl.Contains("\\")) { var ExFiles = CommandUtils.FindFiles(Excl, bRecursive, PathOnly); Exclude.AddRange(ExFiles); } } foreach (var FileToCopy in Files) { bool bOk = !Exclude.Contains(FileToCopy) && !RejectFile(FileToCopy, PathOnly); foreach (var Excl in Exclusions) { if (Excl.Contains("/") || Excl.Contains("\\")) { if (Excl.Contains("*") || Excl.Contains("?")) { throw new AutomationException("Exclusion {0} is illegal, must either be a substring or a wildcard without a path", Excl); } bOk = bOk && !RejectFileOnSubstring(FileToCopy, Excl, PathOnly); } } if (bOk) { FilesToCopy.Add(CopyFileToDest(FileToCopy, MoveSymbols)); } } if (FilesToCopy.Count < 1 && !bAllowMissing) { throw new AutomationException("Distill {0} did not produce any files. Recursive option was {1}.", AbsFile, bRecursive.ToString()); } return(FilesToCopy); }
/// <summary> /// Finds all targets for the project. /// </summary> /// <param name="Properties">Project properties.</param> /// <param name="ExtraSearchPaths">Additional search paths.</param> private static void DetectTargetsForProject(ProjectProperties Properties, List <string> ExtraSearchPaths = null) { Properties.Targets = new Dictionary <TargetType, SingleTargetProperties>(); FileReference TargetsDllFilename; string FullProjectPath = null; var GameFolders = new List <DirectoryReference>(); var RulesFolder = new DirectoryReference(GetRulesAssemblyFolder()); if (Properties.RawProjectPath != null) { CommandUtils.LogVerbose("Looking for targets for project {0}", Properties.RawProjectPath); TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", Properties.RawProjectPath.GetHashCode())); FullProjectPath = CommandUtils.GetDirectoryName(Properties.RawProjectPath.FullName); GameFolders.Add(new DirectoryReference(FullProjectPath)); CommandUtils.LogVerbose("Searching for target rule files in {0}", FullProjectPath); } else { TargetsDllFilename = FileReference.Combine(RulesFolder, String.Format("UATRules{0}.dll", "_BaseEngine_")); } // the UBT code assumes a certain CWD, but artists don't have this CWD. var SourceDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source"); bool DirPushed = false; if (CommandUtils.DirectoryExists_NoExceptions(SourceDir)) { CommandUtils.PushDir(SourceDir); DirPushed = true; } var ExtraSearchDirectories = (ExtraSearchPaths == null)? null : ExtraSearchPaths.Select(x => new DirectoryReference(x)).ToList(); var TargetScripts = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.Target, GameFolders: GameFolders, ForeignPlugins: null, AdditionalSearchPaths: ExtraSearchDirectories, bIncludeEnterprise: false); if (DirPushed) { CommandUtils.PopDir(); } if (!CommandUtils.IsNullOrEmpty(TargetScripts)) { // We only care about project target script so filter out any scripts not in the project folder, or take them all if we are just doing engine stuff var ProjectTargetScripts = new List <FileReference>(); foreach (var TargetScript in TargetScripts) { if (FullProjectPath == null || TargetScript.IsUnderDirectory(new DirectoryReference(FullProjectPath))) { ProjectTargetScripts.Add(TargetScript); } } TargetScripts = ProjectTargetScripts; } if (!CommandUtils.IsNullOrEmpty(TargetScripts)) { CommandUtils.LogVerbose("Found {0} target rule files:", TargetScripts.Count); foreach (var Filename in TargetScripts) { CommandUtils.LogVerbose(" {0}", Filename); } // Check if the scripts require compilation bool DoNotCompile = false; if (!CommandUtils.IsBuildMachine && !CheckIfScriptAssemblyIsOutOfDate(TargetsDllFilename, TargetScripts)) { Log.TraceVerbose("Targets DLL {0} is up to date.", TargetsDllFilename); DoNotCompile = true; } if (!DoNotCompile && CommandUtils.FileExists_NoExceptions(TargetsDllFilename.FullName)) { if (!CommandUtils.DeleteFile_NoExceptions(TargetsDllFilename.FullName, true)) { DoNotCompile = true; CommandUtils.LogVerbose("Could not delete {0} assuming it is up to date and reusable for a recursive UAT call.", TargetsDllFilename); } } CompileAndLoadTargetsAssembly(Properties, TargetsDllFilename, DoNotCompile, TargetScripts); } }
/// <summary> /// Finds all targets for the project. /// </summary> /// <param name="Properties">Project properties.</param> /// <param name="ExtraSearchPaths">Additional search paths.</param> private static void DetectTargetsForProject(ProjectProperties Properties, List <string> ExtraSearchPaths = null) { Properties.Targets = new Dictionary <TargetRules.TargetType, SingleTargetProperties>(); string TargetsDllFilename; string FullProjectPath = null; var GameFolders = new List <string>(); var RulesFolder = GetRulesAssemblyFolder(); if (!String.IsNullOrEmpty(Properties.RawProjectPath)) { CommandUtils.Log("Looking for targets for project {0}", Properties.RawProjectPath); TargetsDllFilename = CommandUtils.CombinePaths(RulesFolder, String.Format("UATRules{0}.dll", Properties.RawProjectPath.GetHashCode())); FullProjectPath = CommandUtils.GetDirectoryName(Properties.RawProjectPath); GameFolders.Add(FullProjectPath); CommandUtils.Log("Searching for target rule files in {0}", FullProjectPath); } else { TargetsDllFilename = CommandUtils.CombinePaths(RulesFolder, String.Format("UATRules{0}.dll", "_BaseEngine_")); } RulesCompiler.SetAssemblyNameAndGameFolders(TargetsDllFilename, GameFolders); // the UBT code assumes a certain CWD, but artists don't have this CWD. var SourceDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Source"); bool DirPushed = false; if (CommandUtils.DirectoryExists_NoExceptions(SourceDir)) { CommandUtils.PushDir(SourceDir); DirPushed = true; } var TargetScripts = RulesCompiler.FindAllRulesSourceFiles(RulesCompiler.RulesFileType.Target, ExtraSearchPaths); if (DirPushed) { CommandUtils.PopDir(); } if (!CommandUtils.IsNullOrEmpty(TargetScripts)) { // We only care about project target script so filter out any scripts not in the project folder, or take them all if we are just doing engine stuff var ProjectTargetScripts = new List <string>(); foreach (var Filename in TargetScripts) { var FullScriptPath = CommandUtils.CombinePaths(Path.GetFullPath(Filename)); if (FullProjectPath == null || FullScriptPath.StartsWith(FullProjectPath, StringComparison.InvariantCultureIgnoreCase)) { ProjectTargetScripts.Add(FullScriptPath); } } TargetScripts = ProjectTargetScripts; } if (!CommandUtils.IsNullOrEmpty(TargetScripts)) { CommandUtils.LogVerbose("Found {0} target rule files:", TargetScripts.Count); foreach (var Filename in TargetScripts) { CommandUtils.LogVerbose(" {0}", Filename); } // Check if the scripts require compilation bool DoNotCompile = false; if (!CommandUtils.IsBuildMachine && !CheckIfScriptAssemblyIsOutOfDate(TargetsDllFilename, TargetScripts)) { Log.TraceInformation("Targets DLL {0} is up to date.", TargetsDllFilename); DoNotCompile = true; } if (!DoNotCompile && CommandUtils.FileExists_NoExceptions(TargetsDllFilename)) { if (!CommandUtils.DeleteFile_NoExceptions(TargetsDllFilename, true)) { DoNotCompile = true; CommandUtils.Log("Could not delete {0} assuming it is up to date and reusable for a recursive UAT call.", TargetsDllFilename); } } CompileAndLoadTargetsAssembly(Properties, TargetsDllFilename, DoNotCompile, TargetScripts); } }