Пример #1
0
    /// <summary>
    /// Stage a single file to its default location
    /// </summary>
    /// <param name="FileType">The type of file being staged</param>
    /// <param name="InputFile">Path to the file</param>
    public void StageFile(StagedFileType FileType, FileReference InputFile)
    {
        StagedFileReference OutputFile;

        if (InputFile.IsUnderDirectory(ProjectRoot))
        {
            OutputFile = StagedFileReference.Combine(RelativeProjectRootForStage, InputFile.MakeRelativeTo(ProjectRoot));
        }
        else if (InputFile.HasExtension(".uplugin"))
        {
            if (InputFile.IsUnderDirectory(EngineRoot))
            {
                OutputFile = new StagedFileReference(InputFile.MakeRelativeTo(LocalRoot));
            }
            else
            {
                // This is a plugin that lives outside of the Engine/Plugins or Game/Plugins directory so needs to be remapped for staging/packaging
                // We need to remap C:\SomePath\PluginName\PluginName.uplugin to RemappedPlugins\PluginName\PluginName.uplugin
                OutputFile = new StagedFileReference(String.Format("RemappedPlugins/{0}/{1}", InputFile.GetFileNameWithoutExtension(), InputFile.GetFileName()));
            }
        }
        else if (InputFile.IsUnderDirectory(LocalRoot))
        {
            OutputFile = new StagedFileReference(InputFile.MakeRelativeTo(LocalRoot));
        }
        else
        {
            throw new AutomationException("Can't deploy {0} because it doesn't start with {1} or {2}", InputFile, ProjectRoot, LocalRoot);
        }
        StageFile(FileType, InputFile, OutputFile);
    }
Пример #2
0
    /// <summary>
    /// Gets the default location to stage an input file
    /// </summary>
    /// <param name="InputFile">Location of the file in the file system</param>
    /// <returns>Staged file location</returns>
    public StagedFileReference GetStagedFileLocation(FileReference InputFile)
    {
        StagedFileReference OutputFile;

        if (InputFile.IsUnderDirectory(ProjectRoot))
        {
            OutputFile = StagedFileReference.Combine(RelativeProjectRootForStage, InputFile.MakeRelativeTo(ProjectRoot));
        }
        else if (InputFile.HasExtension(".uplugin"))
        {
            DirectoryReference EnterpriseRoot = DirectoryReference.Combine(EngineRoot, "..", "Enterprise");             // Enterprise plugins aren't under the project additional plugin directories, so they shouldn't be remapped
            if (InputFile.IsUnderDirectory(EngineRoot) || InputFile.IsUnderDirectory(EnterpriseRoot))
            {
                OutputFile = new StagedFileReference(InputFile.MakeRelativeTo(LocalRoot));
            }
            else
            {
                // This is a plugin that lives outside of the Engine/Plugins or Game/Plugins directory so needs to be remapped for staging/packaging
                // We need to remap C:\SomePath\PluginName\PluginName.uplugin to RemappedPlugins\PluginName\PluginName.uplugin
                OutputFile = new StagedFileReference(String.Format("RemappedPlugins/{0}/{1}", InputFile.GetFileNameWithoutExtension(), InputFile.GetFileName()));
            }
        }
        else if (InputFile.IsUnderDirectory(LocalRoot))
        {
            OutputFile = new StagedFileReference(InputFile.MakeRelativeTo(LocalRoot));
        }
        else
        {
            throw new AutomationException("Can't deploy {0} because it doesn't start with {1} or {2}", InputFile, ProjectRoot, LocalRoot);
        }
        return(OutputFile);
    }
Пример #3
0
        /// <summary>
        /// Format an include of the given file
        /// </summary>
        /// <param name="FromDirectory">The directory containing the file with the #include directive</param>
        /// <param name="IncludeFile">File to include</param>
        /// <param name="IncludePaths">Directories to base relative include paths from</param>
        /// <param name="SystemIncludePaths">Directories to base system include paths from</param>
        /// <returns>Formatted include path, with surrounding quotes</returns>
        public static bool TryFormatInclude(DirectoryReference FromDirectory, FileReference IncludeFile, IEnumerable <DirectoryReference> IncludePaths, IEnumerable <DirectoryReference> SystemIncludePaths, out string IncludeText)
        {
            // Generated headers are always included without a path
            if (IncludeFile.FullName.Contains(".generated.") || IncludeFile.FullName.EndsWith("Classes.h"))
            {
                IncludeText = String.Format("\"{0}\"", IncludeFile.GetFileName());
                return(true);
            }

            // Try to write an include relative to one of the system include paths
            foreach (DirectoryReference SystemIncludePath in SystemIncludePaths)
            {
                if (IncludeFile.IsUnderDirectory(SystemIncludePath))
                {
                    IncludeText = String.Format("<{0}>", IncludeFile.MakeRelativeTo(SystemIncludePath).Replace('\\', '/'));
                    return(true);
                }
            }

            // Try to write an include relative to one of the standard include paths
            foreach (DirectoryReference IncludePath in IncludePaths)
            {
                if (IncludeFile.IsUnderDirectory(IncludePath))
                {
                    IncludeText = String.Format("\"{0}\"", IncludeFile.MakeRelativeTo(IncludePath).Replace('\\', '/'));
                    return(true);
                }
            }

            // Try to write an include relative to the file
            if (IncludeFile.IsUnderDirectory(FromDirectory))
            {
                IncludeText = String.Format("\"{0}\"", IncludeFile.MakeRelativeTo(FromDirectory).Replace('\\', '/'));
                return(true);
            }

            // HACK: VsPerf.h is in the compiler environment, but the include path is added directly
            if (IncludeFile.FullName.EndsWith("\\PerfSDK\\VSPerf.h", StringComparison.InvariantCultureIgnoreCase))
            {
                IncludeText = "\"VSPerf.h\"";
                return(true);
            }

            // HACK: public Paper2D header in classes folder including private Paper2D header
            if (IncludeFile.FullName.IndexOf("\\Paper2D\\Private\\", StringComparison.InvariantCultureIgnoreCase) != -1)
            {
                IncludeText = "\"" + IncludeFile.GetFileName() + "\"";
                return(true);
            }
            if (IncludeFile.FullName.IndexOf("\\OnlineSubsystemUtils\\Private\\", StringComparison.InvariantCultureIgnoreCase) != -1)
            {
                IncludeText = "\"" + IncludeFile.GetFileName() + "\"";
                return(true);
            }

            // Otherwise we don't know where it came from
            IncludeText = null;
            return(false);
        }
Пример #4
0
 /// <summary>
 /// Converts a file into a more readable form for diangostic messages
 /// </summary>
 /// <param name="File">Path to the file</param>
 /// <returns>Readable form of the path</returns>
 static string GetReadablePathForDiagnostics(FileReference File)
 {
     if (File.IsUnderDirectory(CommandUtils.RootDirectory))
     {
         return(File.MakeRelativeTo(CommandUtils.RootDirectory));
     }
     else
     {
         return(File.FullName);
     }
 }
Пример #5
0
    public override void ExecuteBuild()
    {
        // Get the output directory
        string TargetDirParam = ParseParamValue("TargetDir");

        if (TargetDirParam == null)
        {
            throw new AutomationException("Missing -TargetDir=... argument to CopyUAT");
        }

        // Construct a dummy UE4Build object to get a list of the UAT and UBT build products
        UE4Build Build = new UE4Build(this);

        Build.AddUATFilesToBuildProducts();
        if (ParseParam("WithLauncher"))
        {
            Build.AddUATLauncherFilesToBuildProducts();
        }
        Build.AddUBTFilesToBuildProducts();

        // Get a list of all the input files
        List <FileReference> SourceFiles = new List <FileReference>();

        foreach (string BuildProductFile in Build.BuildProductFiles)
        {
            FileReference SourceFile = new FileReference(BuildProductFile);
            SourceFiles.Add(SourceFile);

            FileReference SourceSymbolFile = SourceFile.ChangeExtension(".pdb");
            if (FileReference.Exists(SourceSymbolFile))
            {
                SourceFiles.Add(SourceSymbolFile);
            }

            FileReference DocumentationFile = SourceFile.ChangeExtension(".xml");
            if (FileReference.Exists(DocumentationFile))
            {
                SourceFiles.Add(DocumentationFile);
            }
        }

        // Copy all the files over
        DirectoryReference TargetDir = new DirectoryReference(TargetDirParam);

        foreach (FileReference SourceFile in SourceFiles)
        {
            FileReference TargetFile = FileReference.Combine(TargetDir, SourceFile.MakeRelativeTo(CommandUtils.RootDirectory));
            DirectoryReference.CreateDirectory(TargetFile.Directory);
            CommandUtils.CopyFile(SourceFile.FullName, TargetFile.FullName);
        }

        Log("Copied {0} files to {1}", SourceFiles.Count, TargetDir);
    }
Пример #6
0
        /// <summary>
        /// Checks whether the given assembly is a publically distributed engine assembly.
        /// </summary>
        /// <param name="File">Assembly location</param>
        /// <returns>True if the assembly is distributed publically</returns>
        static bool IsPublicAssembly(FileReference File)
        {
            DirectoryReference EngineDirectory = CommandUtils.EngineDirectory;

            if (File.IsUnderDirectory(EngineDirectory))
            {
                string[] PathFragments = File.MakeRelativeTo(EngineDirectory).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
                if (PathFragments.All(x => !x.Equals("NotForLicensees", StringComparison.InvariantCultureIgnoreCase) && !x.Equals("NoRedist", StringComparison.InvariantCultureIgnoreCase)))
                {
                    return(true);
                }
            }
            return(false);
        }
Пример #7
0
        /// <summary>
        /// Find the shortest relative path of the given file from a set of base directories.
        /// </summary>
        /// <param name="File">Full path to a file</param>
        /// <param name="RebaseDirs">Possible base directories</param>
        /// <returns>The shortest relative path, or null if the file is not under any of them</returns>
        public static string FindShortestRelativePath(FileReference File, IEnumerable <DirectoryReference> RebaseDirs)
        {
            string RelativePath = null;

            foreach (DirectoryReference RebaseDir in RebaseDirs)
            {
                if (File.IsUnderDirectory(RebaseDir))
                {
                    string NewRelativePath = File.MakeRelativeTo(RebaseDir);
                    if (RelativePath == null || NewRelativePath.Length < RelativePath.Length)
                    {
                        RelativePath = NewRelativePath;
                    }
                }
            }
            return(RelativePath);
        }
        /// <summary>
        /// Constructor
        /// </summary>
        /// <param name="FileInfo">File to be added</param>
        /// <param name="RootDir">Root directory to store paths relative to</param>
        public TempStorageFile(FileInfo FileInfo, DirectoryReference RootDir)
        {
            // Check the file exists and is in the right location
            FileReference File = new FileReference(FileInfo);

            if (!File.IsUnderDirectory(RootDir))
            {
                throw new AutomationException("Attempt to add file to temp storage manifest that is outside the root directory ({0})", File.FullName);
            }
            if (!FileInfo.Exists)
            {
                throw new AutomationException("Attempt to add file to temp storage manifest that does not exist ({0})", File.FullName);
            }

            RelativePath          = File.MakeRelativeTo(RootDir).Replace(Path.DirectorySeparatorChar, '/');
            LastWriteTimeUtcTicks = FileInfo.LastWriteTimeUtc.Ticks;
            Length = FileInfo.Length;
        }
Пример #9
0
    public int ArchiveFiles(string InPath, string Wildcard = "*", bool bRecursive = true, string[] ExcludeWildcard = null, string NewPath = null)
    {
        int FilesAdded = 0;

        if (CommandUtils.DirectoryExists(InPath))
        {
            var All = CommandUtils.FindFiles(Wildcard, bRecursive, InPath);

            var Exclude = new HashSet <string>();
            if (ExcludeWildcard != null)
            {
                foreach (var Excl in ExcludeWildcard)
                {
                    var Remove = CommandUtils.FindFiles(Excl, bRecursive, InPath);
                    foreach (var File in Remove)
                    {
                        Exclude.Add(CommandUtils.CombinePaths(File));
                    }
                }
            }
            foreach (var AllFile in All)
            {
                var FileToCopy = CommandUtils.CombinePaths(AllFile);
                if (Exclude.Contains(FileToCopy))
                {
                    continue;
                }

                if (!bIsCombiningMultiplePlatforms)
                {
                    FileReference InputFile = new FileReference(FileToCopy);

                    bool OtherPlatform = false;
                    foreach (UnrealTargetPlatform Plat in Enum.GetValues(typeof(UnrealTargetPlatform)))
                    {
                        if (Plat != StageTargetPlatform.PlatformType && Plat != UnrealTargetPlatform.Unknown)
                        {
                            var Search = FileToCopy;
                            if (InputFile.IsUnderDirectory(LocalRoot))
                            {
                                Search = InputFile.MakeRelativeTo(LocalRoot);
                            }
                            else if (InputFile.IsUnderDirectory(ProjectRoot))
                            {
                                Search = InputFile.MakeRelativeTo(ProjectRoot);
                            }
                            if (Search.IndexOf(CommandUtils.CombinePaths("/" + Plat.ToString() + "/"), 0, StringComparison.InvariantCultureIgnoreCase) >= 0)
                            {
                                OtherPlatform = true;
                                break;
                            }
                        }
                    }
                    if (OtherPlatform)
                    {
                        continue;
                    }
                }

                string Dest;
                if (!FileToCopy.StartsWith(InPath))
                {
                    throw new AutomationException("Can't archive {0}; it was supposed to start with {1}", FileToCopy, InPath);
                }

                // If the specified a new directory, first we deal with that, then apply the other things
                // this is used to collapse the sandbox, among other things
                if (NewPath != null)
                {
                    Dest = FileToCopy.Substring(InPath.Length);
                    if (Dest.StartsWith("/") || Dest.StartsWith("\\"))
                    {
                        Dest = Dest.Substring(1);
                    }
                    Dest = CommandUtils.CombinePaths(NewPath, Dest);
                }
                else
                {
                    Dest = FileToCopy.Substring(InPath.Length);
                }

                if (Dest.StartsWith("/") || Dest.StartsWith("\\"))
                {
                    Dest = Dest.Substring(1);
                }

                if (ArchivedFiles.ContainsKey(FileToCopy))
                {
                    if (ArchivedFiles[FileToCopy] != Dest)
                    {
                        throw new AutomationException("Can't archive {0}: it was already in the files to archive with a different destination '{1}'", FileToCopy, Dest);
                    }
                }
                else
                {
                    ArchivedFiles.Add(FileToCopy, Dest);
                }

                FilesAdded++;
            }
        }

        return(FilesAdded);
    }
Пример #10
0
        /// <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.Parse(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, "");

            // Write InstalledBuild.txt to indicate Engine is installed
            string Project = ParseParamValue("Project");

            if (Project != null)
            {
                string InstalledProjectBuildFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/InstalledProjectBuild.txt");
                CommandUtils.CreateDirectory(CommandUtils.GetDirectoryName(InstalledProjectBuildFile));
                CommandUtils.WriteAllText(InstalledProjectBuildFile, new FileReference(Project).MakeRelativeTo(new DirectoryReference(OutputDir)));
            }

            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>();

            // Add the editor platform, otherwise we'll never be able to run UAT
            string EditorArchitecture = PlatformExports.GetDefaultArchitecture(HostPlatform.Current.HostEditorPlatform, null);

            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.Development, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));
            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(UnrealTargetConfiguration.DebugGame, HostPlatform.Current.HostEditorPlatform, TargetRules.TargetType.Editor, EditorArchitecture, "", EProjectType.Unknown, false));

            foreach (UnrealTargetPlatform CodeTargetPlatform in UnrealTargetPlatform.GetValidPlatforms())
            {
                if (PlatformExports.IsPlatformAvailable(CodeTargetPlatform))
                {
                    string Architecture = PlatformExports.GetDefaultArchitecture(CodeTargetPlatform, null);

                    // 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();
                    }
                    // if there aren't any, use the default
                    else
                    {
                        AllArchNames = new List <string>()
                        {
                            Architecture
                        };
                    }

                    // 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)))
                    {
                        Dictionary <String, TargetType> Targets = new Dictionary <string, TargetType>()
                        {
                            { "UE4Game", TargetType.Game },
                            { "UE4Client", TargetType.Client },
                            { "UE4Server", TargetType.Server }
                        };
                        foreach (KeyValuePair <string, TargetType> Target in Targets)
                        {
                            string     CurrentTargetName = Target.Key;
                            TargetType CurrentTargetType = Target.Value;

                            // Need to check for development receipt as we use that for the Engine code in DebugGame
                            UnrealTargetConfiguration EngineConfiguration = (CodeTargetConfiguration == UnrealTargetConfiguration.DebugGame) ? UnrealTargetConfiguration.Development : CodeTargetConfiguration;

                            // Android has multiple architecture flavors built without receipts, so use the default arch target instead
                            if (CodeTargetPlatform == UnrealTargetPlatform.Android)
                            {
                                FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), CurrentTargetName, CodeTargetPlatform, EngineConfiguration, Architecture);
                                if (FileReference.Exists(ReceiptFileName))
                                {
                                    // Strip the output folder so that this can be used on any machine
                                    string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));

                                    // Blindly append all of the architecture names
                                    if (AllArchNames.Count > 0)
                                    {
                                        foreach (string Arch in AllArchNames)
                                        {
                                            InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Arch, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
                                        }
                                    }
                                    // if for some reason we didn't specify any flavors, just add the default one.
                                    else
                                    {
                                        InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Architecture, RelativeReceiptFileName, ProjectType, bCanBeDisplayed));
                                    }
                                }
                            }
                            // If we're not Android, check the existence of the target receipts for each architecture specified.
                            else
                            {
                                foreach (string Arch in AllArchNames)
                                {
                                    FileReference ReceiptFileName = TargetReceipt.GetDefaultPath(new DirectoryReference(OutputEnginePath), CurrentTargetName, CodeTargetPlatform, EngineConfiguration, Arch);
                                    if (FileReference.Exists(ReceiptFileName))
                                    {
                                        string RelativeReceiptFileName = ReceiptFileName.MakeRelativeTo(new DirectoryReference(OutputDir));
                                        InstalledConfigs.Add(new InstalledPlatformInfo.InstalledPlatformConfiguration(CodeTargetConfiguration, CodeTargetPlatform, CurrentTargetType, Arch, RelativeReceiptFileName, 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);
        }
Пример #11
0
		/// <summary>
		/// Writes a preprocessed build graph to a script file
		/// </summary>
		/// <param name="File">The file to load</param>
		/// <param name="SchemaFile">Schema file for validation</param>
		public void Write(FileReference File, FileReference SchemaFile)
		{
			XmlWriterSettings Settings = new XmlWriterSettings();
			Settings.Indent = true;
			Settings.IndentChars = "\t";

			using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
			{
				Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");

				if (SchemaFile != null)
				{
					Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
				}

				foreach (Agent Agent in Agents)
				{
					Agent.Write(Writer, null);
				}

				foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
				{
					Writer.WriteStartElement("Trigger");
					Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
					foreach (Agent Agent in Agents)
					{
						Agent.Write(Writer, ControllingTrigger);
					}
					Writer.WriteEndElement();
				}

				foreach (KeyValuePair<string, Node[]> Aggregate in AggregateNameToNodes)
				{
					Writer.WriteStartElement("Aggregate");
					Writer.WriteAttributeString("Name", Aggregate.Key);
					Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.Value.Select(x => x.Name)));
					Writer.WriteEndElement();
				}

				foreach (Report Report in NameToReport.Values)
				{
					Writer.WriteStartElement("Report");
					Writer.WriteAttributeString("Name", Report.Name);
					Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
					Writer.WriteEndElement();
				}

				foreach (Badge Badge in Badges)
				{
					Writer.WriteStartElement("Badge");
					Writer.WriteAttributeString("Name", Badge.Name);
					if (Badge.Project != null)
					{
						Writer.WriteAttributeString("Project", Badge.Project);
					}
					Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
					Writer.WriteEndElement();
				}

				Writer.WriteEndElement();
			}
		}
Пример #12
0
		/// <summary>
		/// Find the shortest relative path of the given file from a set of base directories.
		/// </summary>
		/// <param name="File">Full path to a file</param>
		/// <param name="RebaseDirs">Possible base directories</param>
		/// <returns>The shortest relative path, or null if the file is not under any of them</returns>
		public static string FindShortestRelativePath(FileReference File, IEnumerable<DirectoryReference> RebaseDirs)
		{
			string RelativePath = null;
			foreach(DirectoryReference RebaseDir in RebaseDirs)
			{
				if(File.IsUnderDirectory(RebaseDir))
				{
					string NewRelativePath = File.MakeRelativeTo(RebaseDir);
					if(RelativePath == null || NewRelativePath.Length < RelativePath.Length)
					{
						RelativePath = NewRelativePath;
					}
				}
			}
			return RelativePath;
		}
Пример #13
0
        public virtual List <string> GetExecutableNames(DeploymentContext SC, bool bIsRun = false)
        {
            var    ExecutableNames = new List <String>();
            string Ext             = AutomationTool.Platform.GetExeExtension(SC.StageTargetPlatform.TargetPlatformType);

            if (!String.IsNullOrEmpty(SC.CookPlatform))
            {
                if (SC.StageTargets.Count() > 0)
                {
                    DirectoryReference ProjectRoot = new DirectoryReference(SC.ProjectRoot);
                    foreach (StageTarget Target in SC.StageTargets)
                    {
                        foreach (BuildProduct Product in Target.Receipt.BuildProducts)
                        {
                            if (Product.Type == BuildProductType.Executable)
                            {
                                FileReference BuildProductFile = new FileReference(Product.Path);
                                if (BuildProductFile.IsUnderDirectory(ProjectRoot))
                                {
                                    ExecutableNames.Add(CombinePaths(SC.RuntimeProjectRootDir, BuildProductFile.MakeRelativeTo(ProjectRoot)));
                                }
                                else
                                {
                                    ExecutableNames.Add(CombinePaths(SC.RuntimeRootDir, BuildProductFile.MakeRelativeTo(RootDirectory)));
                                }
                            }
                        }
                    }
                }
                //@todo, probably the rest of this can go away once everything passes it through
                else if (SC.DedicatedServer)
                {
                    if (!SC.IsCodeBasedProject)
                    {
                        string ExeName = SC.StageTargetPlatform.GetPlatformExecutableName("UE4Server");
                        ExecutableNames.Add(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir, ExeName + Ext));
                    }
                    else
                    {
                        string ExeName   = SC.StageTargetPlatform.GetPlatformExecutableName(SC.ShortProjectName + "Server");
                        string ClientApp = CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir, ExeName + Ext);
                        var    TestApp   = CombinePaths(SC.ProjectRoot, "Binaries", SC.PlatformDir, SC.ShortProjectName + "Server" + Ext);
                        string Game      = "Game";
                        //@todo, this is sketchy, someone might ask what the exe is before it is compiled
                        if (!FileExists_NoExceptions(ClientApp) && !FileExists_NoExceptions(TestApp) && SC.ShortProjectName.EndsWith(Game, StringComparison.InvariantCultureIgnoreCase))
                        {
                            ExeName   = SC.StageTargetPlatform.GetPlatformExecutableName(SC.ShortProjectName.Substring(0, SC.ShortProjectName.Length - Game.Length) + "Server");
                            ClientApp = CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir, ExeName + Ext);
                        }
                        ExecutableNames.Add(ClientApp);
                    }
                }
                else
                {
                    if (!SC.IsCodeBasedProject)
                    {
                        string ExeName = SC.StageTargetPlatform.GetPlatformExecutableName("UE4Game");
                        ExecutableNames.Add(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir, ExeName + Ext));
                    }
                    else
                    {
                        string ExeName = SC.StageTargetPlatform.GetPlatformExecutableName(SC.ShortProjectName);
                        ExecutableNames.Add(CombinePaths(SC.RuntimeProjectRootDir, "Binaries", SC.PlatformDir, ExeName + Ext));
                    }
                }
            }
            else
            {
                string ExeName = SC.StageTargetPlatform.GetPlatformExecutableName("UE4Editor");
                ExecutableNames.Add(CombinePaths(SC.RuntimeRootDir, "Engine/Binaries", SC.PlatformDir, ExeName + Ext));
            }
            return(ExecutableNames);
        }
Пример #14
0
		/// <summary>
		/// Constructor
		/// </summary>
		/// <param name="FileInfo">File to be added</param>
		/// <param name="RootDir">Root directory to store paths relative to</param>
		public TempStorageFile(FileInfo FileInfo, DirectoryReference RootDir)
		{
			// Check the file exists and is in the right location
			FileReference File = new FileReference(FileInfo);
			if(!File.IsUnderDirectory(RootDir))
			{
				throw new AutomationException("Attempt to add file to temp storage manifest that is outside the root directory ({0})", File.FullName);
			}
			if(!FileInfo.Exists)
			{
				throw new AutomationException("Attempt to add file to temp storage manifest that does not exist ({0})", File.FullName);
			}

			RelativePath = File.MakeRelativeTo(RootDir).Replace(Path.DirectorySeparatorChar, '/');
			LastWriteTimeUtcTicks = FileInfo.LastWriteTimeUtc.Ticks;
			Length = FileInfo.Length;
		}
Пример #15
0
        /// <summary>
        /// Writes a preprocessed build graph to a script file
        /// </summary>
        /// <param name="File">The file to load</param>
        /// <param name="SchemaFile">Schema file for validation</param>
        public void Write(FileReference File, FileReference SchemaFile)
        {
            XmlWriterSettings Settings = new XmlWriterSettings();

            Settings.Indent      = true;
            Settings.IndentChars = "\t";

            using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
            {
                Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");

                if (SchemaFile != null)
                {
                    Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
                }

                foreach (Agent Agent in Agents)
                {
                    Agent.Write(Writer, null);
                }

                foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
                {
                    Writer.WriteStartElement("Trigger");
                    Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
                    foreach (Agent Agent in Agents)
                    {
                        Agent.Write(Writer, ControllingTrigger);
                    }
                    Writer.WriteEndElement();
                }

                foreach (Aggregate Aggregate in NameToAggregate.Values)
                {
                    // If the aggregate has no required elements, skip it.
                    if (Aggregate.RequiredNodes.Count == 0)
                    {
                        continue;
                    }

                    Writer.WriteStartElement("Aggregate");
                    Writer.WriteAttributeString("Name", Aggregate.Name);
                    Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.RequiredNodes.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                foreach (Label Label in Labels)
                {
                    Writer.WriteStartElement("Label");
                    if (Label.DashboardCategory != null)
                    {
                        Writer.WriteAttributeString("Category", Label.DashboardCategory);
                    }
                    Writer.WriteAttributeString("Name", Label.DashboardName);
                    Writer.WriteAttributeString("Requires", String.Join(";", Label.RequiredNodes.Select(x => x.Name)));

                    HashSet <Node> IncludedNodes = new HashSet <Node>(Label.IncludedNodes);
                    IncludedNodes.ExceptWith(Label.IncludedNodes.SelectMany(x => x.InputDependencies));
                    IncludedNodes.ExceptWith(Label.RequiredNodes);
                    if (IncludedNodes.Count > 0)
                    {
                        Writer.WriteAttributeString("Include", String.Join(";", IncludedNodes.Select(x => x.Name)));
                    }

                    HashSet <Node> ExcludedNodes = new HashSet <Node>(Label.IncludedNodes);
                    ExcludedNodes.UnionWith(Label.IncludedNodes.SelectMany(x => x.InputDependencies));
                    ExcludedNodes.ExceptWith(Label.IncludedNodes);
                    ExcludedNodes.ExceptWith(ExcludedNodes.ToArray().SelectMany(x => x.InputDependencies));
                    if (ExcludedNodes.Count > 0)
                    {
                        Writer.WriteAttributeString("Exclude", String.Join(";", ExcludedNodes.Select(x => x.Name)));
                    }
                    Writer.WriteEndElement();
                }

                foreach (Report Report in NameToReport.Values)
                {
                    Writer.WriteStartElement("Report");
                    Writer.WriteAttributeString("Name", Report.Name);
                    Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                foreach (Badge Badge in Badges)
                {
                    Writer.WriteStartElement("Badge");
                    Writer.WriteAttributeString("Name", Badge.Name);
                    if (Badge.Project != null)
                    {
                        Writer.WriteAttributeString("Project", Badge.Project);
                    }
                    if (Badge.Change != 0)
                    {
                        Writer.WriteAttributeString("Change", Badge.Change.ToString());
                    }
                    Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                Writer.WriteEndElement();
            }
        }
Пример #16
0
        /// <summary>
        /// Writes a preprocessed build graph to a script file
        /// </summary>
        /// <param name="File">The file to load</param>
        /// <param name="SchemaFile">Schema file for validation</param>
        public void Write(FileReference File, FileReference SchemaFile)
        {
            XmlWriterSettings Settings = new XmlWriterSettings();

            Settings.Indent      = true;
            Settings.IndentChars = "\t";

            using (XmlWriter Writer = XmlWriter.Create(File.FullName, Settings))
            {
                Writer.WriteStartElement("BuildGraph", "http://www.epicgames.com/BuildGraph");

                if (SchemaFile != null)
                {
                    Writer.WriteAttributeString("schemaLocation", "http://www.w3.org/2001/XMLSchema-instance", "http://www.epicgames.com/BuildGraph " + SchemaFile.MakeRelativeTo(File.Directory));
                }

                foreach (Agent Agent in Agents)
                {
                    Agent.Write(Writer, null);
                }

                foreach (ManualTrigger ControllingTrigger in Agents.SelectMany(x => x.Nodes).Where(x => x.ControllingTrigger != null).Select(x => x.ControllingTrigger).Distinct())
                {
                    Writer.WriteStartElement("Trigger");
                    Writer.WriteAttributeString("Name", ControllingTrigger.QualifiedName);
                    foreach (Agent Agent in Agents)
                    {
                        Agent.Write(Writer, ControllingTrigger);
                    }
                    Writer.WriteEndElement();
                }

                foreach (KeyValuePair <string, Node[]> Aggregate in AggregateNameToNodes)
                {
                    Writer.WriteStartElement("Aggregate");
                    Writer.WriteAttributeString("Name", Aggregate.Key);
                    Writer.WriteAttributeString("Requires", String.Join(";", Aggregate.Value.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                foreach (Report Report in NameToReport.Values)
                {
                    Writer.WriteStartElement("Report");
                    Writer.WriteAttributeString("Name", Report.Name);
                    Writer.WriteAttributeString("Requires", String.Join(";", Report.Nodes.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                foreach (Badge Badge in Badges)
                {
                    Writer.WriteStartElement("Badge");
                    Writer.WriteAttributeString("Name", Badge.Name);
                    if (Badge.Project != null)
                    {
                        Writer.WriteAttributeString("Project", Badge.Project);
                    }
                    if (Badge.Change != 0)
                    {
                        Writer.WriteAttributeString("Change", Badge.Change.ToString());
                    }
                    Writer.WriteAttributeString("Requires", String.Join(";", Badge.Nodes.Select(x => x.Name)));
                    Writer.WriteEndElement();
                }

                Writer.WriteEndElement();
            }
        }
Пример #17
0
        public virtual List <FileReference> GetExecutableNames(DeploymentContext SC)
        {
            List <FileReference> ExecutableNames = new List <FileReference>();

            foreach (StageTarget Target in SC.StageTargets)
            {
                foreach (BuildProduct Product in Target.Receipt.BuildProducts)
                {
                    if (Product.Type == BuildProductType.Executable)
                    {
                        FileReference BuildProductFile = Product.Path;
                        if (BuildProductFile.IsUnderDirectory(SC.ProjectRoot))
                        {
                            ExecutableNames.Add(FileReference.Combine(SC.RuntimeProjectRootDir, BuildProductFile.MakeRelativeTo(SC.ProjectRoot)));
                        }
                        else
                        {
                            ExecutableNames.Add(FileReference.Combine(SC.RuntimeRootDir, BuildProductFile.MakeRelativeTo(RootDirectory)));
                        }
                    }
                }
            }
            return(ExecutableNames);
        }
Пример #18
0
		/// <summary>
		/// Checks whether the given assembly is a publically distributed engine assembly.
		/// </summary>
		/// <param name="File">Assembly location</param>
		/// <returns>True if the assembly is distributed publically</returns>
		static bool IsPublicAssembly(FileReference File)
		{
			DirectoryReference EngineDirectory = UnrealBuildTool.UnrealBuildTool.EngineDirectory;
			if(File.IsUnderDirectory(EngineDirectory))
			{
				string[] PathFragments = File.MakeRelativeTo(EngineDirectory).Split(Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar);
				if(PathFragments.All(x => !x.Equals("NotForLicensees", StringComparison.InvariantCultureIgnoreCase) && !x.Equals("NoRedist", StringComparison.InvariantCultureIgnoreCase)))
				{
					return true;
				}
			}
			return false;
		}