public AssetSerializableLogMessage(AssetLogMessage logMessage) : base(logMessage) { if (logMessage.AssetReference != null) { AssetId = logMessage.AssetReference.Id; AssetUrl = logMessage.AssetReference.Location; } }
private void BuildStepProcessed(object sender, BuildStepEventArgs e) { var assetItem = (AssetItem)e.Step.Tag; var assetRef = assetItem.ToReference(); var project = assetItem.Package; var stepLogger = e.Logger is BuildStepLogger ? ((BuildStepLogger)e.Logger).StepLogger : null; if (stepLogger != null) { foreach (var message in stepLogger.Messages.Where(x => x.LogMessage.IsAtLeast(LogMessageType.Warning))) { var assetMessage = new AssetLogMessage(project, assetRef, message.LogMessage.Type, AssetMessageCode.CompilationMessage, assetRef.Location, message.LogMessage.Text) { Exception = message.LogMessage is LogMessage ? ((LogMessage)message.LogMessage).Exception : null }; builderOptions.Logger.Log(assetMessage); } } switch (e.Step.Status) { // This case should never happen case ResultStatus.NotProcessed: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Fatal, AssetMessageCode.InternalCompilerError, assetRef.Location)); break; case ResultStatus.Successful: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Verbose, AssetMessageCode.CompilationSucceeded, assetRef.Location)); break; case ResultStatus.Failed: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Error, AssetMessageCode.CompilationFailed, assetRef.Location)); break; case ResultStatus.Cancelled: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Verbose, AssetMessageCode.CompilationCancelled, assetRef.Location)); break; case ResultStatus.NotTriggeredWasSuccessful: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Verbose, AssetMessageCode.AssetUpToDate, assetRef.Location)); break; case ResultStatus.NotTriggeredPrerequisiteFailed: builderOptions.Logger.Log(new AssetLogMessage(project, assetRef, LogMessageType.Error, AssetMessageCode.PrerequisiteFailed, assetRef.Location)); break; default: throw new ArgumentOutOfRangeException(); } e.Step.StepProcessed -= BuildStepProcessed; }
protected override void LogRaw(ILogMessage logMessage) { loggerToForward?.Log(AssetLogMessage.From(package, assetReference, logMessage, assetFullPath)); }
/// <summary> /// Validates the inheritance of an asset by checking base accessibility up to the root base. /// </summary> /// <param name="assetItem">The asset item.</param> /// <param name="log">The log to output the result of the analysis.</param> /// <returns>A list of all the base in bottom-up order.</returns> /// <exception cref="System.ArgumentNullException">asset /// or /// log</exception> public List <Asset> ValidateAssetBase(AssetItem assetItem, ILogger log) { if (assetItem == null) { throw new ArgumentNullException(nameof(assetItem)); } if (log == null) { throw new ArgumentNullException(nameof(log)); } var baseItems = new List <Asset>(); // 1) Check that item is actually in the package and is the same instance var assetItemFound = Session.FindAsset(assetItem.Id); if (!ReferenceEquals(assetItem.Asset, assetItemFound.Asset)) { var assetReference = assetItem.ToReference(); log.Error(assetItem.Package, assetReference, AssetMessageCode.AssetForPackageNotFound, assetReference, assetItem.Package.FullPath.GetFileNameWithoutExtension()); return(baseItems); } // 2) Iterate on each base and perform validation var currentAsset = assetItem; while (currentAsset.Asset.Archetype != null) { // 2.1) Check that asset has not been already processed if (baseItems.Contains(currentAsset.Asset)) { // Else this is a circular reference log.Error(assetItem.Package, currentAsset.ToReference(), AssetMessageCode.InvalidCircularReferences, baseItems.Select(item => item.Id)); break; } // TODO: here we need to add a deep-scan of each base (including the root) for any embedded assets that are // // 2.2) Check that base asset is existing var baseAssetItem = Session.FindAsset(currentAsset.Asset.Archetype.Id); if (baseAssetItem == null) { AssetLogMessage error; // If an asset with the same location is registered // Add this asset as a reference in the error message var newBaseAsset = Session.FindAsset(currentAsset.Asset.Archetype.Location); if (newBaseAsset != null) { // If asset location exist, log a message with the new location, but don't perform any automatic fix error = new AssetLogMessage(currentAsset.Package, currentAsset.ToReference(), LogMessageType.Error, AssetMessageCode.BaseChanged, currentAsset.Asset.Archetype.Location); error.Related.Add(newBaseAsset.ToReference()); } else { // Base was not found. The base asset has been removed. error = new AssetLogMessage(currentAsset.Package, currentAsset.ToReference(), LogMessageType.Error, AssetMessageCode.BaseNotFound); } // Set the member to Base. error.Member = TypeDescriptorFactory.Default.Find(typeof(Asset)).TryGetMember("Base"); // Log the error log.Log(error); break; } else { if (baseAssetItem.GetType() != assetItem.Asset.GetType()) { log.Error(currentAsset.Package, currentAsset.ToReference(), AssetMessageCode.BaseInvalidType, baseAssetItem.GetType(), assetItem.Asset.GetType()); } } currentAsset = baseAssetItem; baseItems.Add(currentAsset.Asset); } return(baseItems); }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> protected ListBuildStep CompileItem(CompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType()); } catch (Exception ex) { compilationResult.Error("Cannot find a compiler for asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return(null); } if (compiler == null) { return(null); } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Compile(context, assetItem); // Raise the AssetCompiled event. var handler = AssetCompiled; if (handler != null) { handler(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); } // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed foreach (var message in resultPerAssetType.Messages) { var assetMessage = new AssetLogMessage(null, assetItem.ToReference(), message.Type, AssetMessageCode.CompilationMessage, assetItem.Location, message.Text) { Exception = message is LogMessage ? ((LogMessage)message).Exception : null }; // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) { resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); } // Build the module string var assetAbsolutePath = assetItem.FullPath; assetAbsolutePath = Path.GetFullPath(assetAbsolutePath); var module = string.Format("{0}(1,1)", assetAbsolutePath); // Assign module string to all command build steps SetModule(resultPerAssetType.BuildSteps, module); // Add a wait command to the build steps if required by the item build if (resultPerAssetType.ShouldWaitForPreviousBuilds) { compilationResult.BuildSteps.Add(new WaitBuildStep()); } foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return(resultPerAssetType.BuildSteps); } catch (Exception ex) { compilationResult.Error("Unexpected exception while compiling asset [{0}] from path [{1}]", ex, assetItem.Id, assetItem.Location); return(null); } }
/// <summary> /// Compile the required build step necessary to produce the desired output item. /// </summary> /// <param name="context">The context.</param> /// <param name="compilationResult">The compilation result.</param> /// <param name="assetItem">The asset item.</param> public ListBuildStep CompileItem(AssetCompilerContext context, AssetCompilerResult compilationResult, AssetItem assetItem) { // First try to find an asset compiler for this particular asset. IAssetCompiler compiler; try { compiler = compilerRegistry.GetCompiler(assetItem.Asset.GetType(), compilationContext); } catch (Exception ex) { compilationResult.Error($"Cannot find a compiler for asset [{assetItem.Id}] from path [{assetItem.Location}]", ex); return(null); } if (compiler == null) { return(null); } // Second we are compiling the asset (generating a build step) try { var resultPerAssetType = compiler.Prepare(context, assetItem); // Raise the AssetCompiled event. AssetCompiled?.Invoke(this, new AssetCompiledArgs(assetItem, resultPerAssetType)); // TODO: See if this can be unified with PackageBuilder.BuildStepProcessed var assetFullPath = assetItem.FullPath.ToWindowsPath(); foreach (var message in resultPerAssetType.Messages) { var assetMessage = AssetLogMessage.From(null, assetItem.ToReference(), message, assetFullPath); // Forward log messages to compilationResult compilationResult.Log(assetMessage); // Forward log messages to build step logger resultPerAssetType.BuildSteps.Logger.Log(assetMessage); } // Make the build step fail if there was an error during compiling (only when we are compiling the build steps of an asset) if (resultPerAssetType.BuildSteps is AssetBuildStep && resultPerAssetType.BuildSteps.Logger.HasErrors) { resultPerAssetType.BuildSteps.Add(new CommandBuildStep(new FailedCommand(assetItem.Location))); } // TODO: Big review of the log infrastructure of CompilerApp & BuildEngine! // Assign module string to all command build steps SetAssetLogger(resultPerAssetType.BuildSteps, assetItem.Package, assetItem.ToReference(), assetItem.FullPath.ToWindowsPath()); foreach (var buildStep in resultPerAssetType.BuildSteps) { buildStep.Priority = latestPriority++; } // Add the item result build steps the item list result build steps return(resultPerAssetType.BuildSteps); } catch (Exception ex) { compilationResult.Error($"Unexpected exception while compiling asset [{assetItem.Id}] from path [{assetItem.Location}]", ex); return(null); } }