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C# BranchInfo.Options方法代码示例

本文整理汇总了C#中BranchInfo.Options方法的典型用法代码示例。如果您正苦于以下问题:C# BranchInfo.Options方法的具体用法?C# BranchInfo.Options怎么用?C# BranchInfo.Options使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在BranchInfo的用法示例。


在下文中一共展示了BranchInfo.Options方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: GamePlatformMonolithicsNode

        public GamePlatformMonolithicsNode(GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InActivePlatforms, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, bool InWithXp = false, bool InPrecompiled = false)
            : base(InBranchConfig, InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
			ActivePlatforms = InActivePlatforms;
			WithXp = InWithXp;
			Precompiled = InPrecompiled;
			EnhanceAgentRequirements = BranchConfig.BranchOptions.EnhanceAgentRequirements.Contains(StaticGetFullName(HostPlatform, GameProj, TargetPlatform, WithXp, Precompiled));

            if (TargetPlatform == UnrealTargetPlatform.PS4 || TargetPlatform == UnrealTargetPlatform.XboxOne)
            {
				// Required for PS4MapFileUtil/XboxOnePDBFileUtil
				AddDependency(ToolsNode.StaticGetFullName(InHostPlatform));
			}

			if(IsSample(BranchConfig, InGameProj))
			{
				AddDependency(WaitToPackageSamplesNode.StaticGetFullName());
			}

            if (InGameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
				if (!BranchConfig.BranchOptions.ExcludePlatformsForEditor.Contains(InHostPlatform))
				{
					AddPseudodependency(EditorGameNode.StaticGetFullName(InHostPlatform, GameProj));
				}
				if (BranchConfig.HasNode(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform)))
                {
					AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform));
                }
            }
            else
            {
				if (TargetPlatform != InHostPlatform && BranchConfig.HasNode(GamePlatformMonolithicsNode.StaticGetFullName(InHostPlatform, BranchConfig.Branch.BaseEngineProject, InHostPlatform, Precompiled: Precompiled)))
                {
					AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(InHostPlatform, BranchConfig.Branch.BaseEngineProject, InHostPlatform, Precompiled: Precompiled));
                }
            }
            if (InGameProj.Options(InHostPlatform).bTestWithShared)  /// compiling templates is only for testing purposes, and we will group them to avoid saturating the farm
            {
                AddPseudodependency(WaitForTestShared.StaticGetFullName());
                AgentSharingGroup = "TemplateMonolithics" + StaticGetHostPlatformSuffix(InHostPlatform);
            }
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:45,代码来源:LegacyNodes.cs

示例2: CookNode

        public CookNode(GUBPBranchConfig BranchConfig, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, string InCookPlatform)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
            CookPlatform = InCookPlatform;
            bIsMassive = false;
            AddDependency(EditorAndToolsNode.StaticGetFullName(HostPlatform));
            bool bIsShared = false;
            // is this the "base game" or a non code project?
            if (InGameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                var Options = InGameProj.Options(HostPlatform);
                bIsMassive = Options.bIsMassive;				
                AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
                // add an arc to prevent cooks from running until promotable is labeled
                if (Options.bIsPromotable)
                {
                    if (!Options.bSeparateGamePromotion)
                    {
                        bIsShared = true;
                    }
                }
                else if (Options.bTestWithShared)
                {
                    bIsShared = true;
                }
				if (!BranchConfig.BranchOptions.bNoMonolithicDependenciesForCooks)
				{
					AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, TargetPlatform));
				}
            }
            else
            {
                bIsShared = true;				
                AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TargetPlatform));
            }
            if (bIsShared)
            {
                // add an arc to prevent cooks from running until promotable is labeled
                AddPseudodependency(WaitForTestShared.StaticGetFullName());
                AgentSharingGroup = "SharedCooks" + StaticGetHostPlatformSuffix(HostPlatform);

                // If the cook fails for the base engine, don't bother trying
                if (InGameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName && BranchConfig.HasNode(CookNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, CookPlatform)))
                {
                    AddPseudodependency(CookNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, CookPlatform));
                }

                // If the base cook platform fails, don't bother trying other ones
                string BaseCookedPlatform = Platform.Platforms[HostPlatform].GetCookPlatform(false, false, "");
                if (InGameProj.GameName == BranchConfig.Branch.BaseEngineProject.GameName && CookPlatform != BaseCookedPlatform &&
                    BranchConfig.HasNode(CookNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, BaseCookedPlatform)))
                {
                    AddPseudodependency(CookNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, BaseCookedPlatform));
                }
            }

			if(GamePlatformMonolithicsNode.IsSample(BranchConfig, GameProj))
			{
				AddDependency(WaitToPackageSamplesNode.StaticGetFullName());
				AgentSharingGroup = "SampleCooks" + StaticGetHostPlatformSuffix(HostPlatform);
			}
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:64,代码来源:LegacyNodes.cs

示例3: AddProject

		public void AddProject(BranchInfo.BranchUProject InGameProj)
		{
			if(InGameProj.Options(HostPlatform).GroupName != GameProjects[0].Options(HostPlatform).GroupName)
			{
				throw new AutomationException("Attempt to merge projects with different group names");
			}
			GameProjects.Add(InGameProj);
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,代码来源:LegacyNodes.cs

示例4: StaticGetFullName

 public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj)
 {
     return (InGameProj.Options(InHostPlatform).GroupName ?? InGameProj.GameName) + "_EditorGame" + StaticGetHostPlatformSuffix(InHostPlatform);
 }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:LegacyNodes.cs

示例5: GamePlatformMonolithicsNode

 public GamePlatformMonolithicsNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform)
     : base(InHostPlatform)
 {
     GameProj = InGameProj;
     TargetPlatform = InTargetPlatform;
     if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
     {
         AddPseudodependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
         AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform));
     }
     else
     {
         AddPseudodependency(RootEditorNode.StaticGetFullName(HostPlatform));
         if (TargetPlatform != HostPlatform)
         {
             AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, HostPlatform));
         }
     }
     if (InGameProj.Options(HostPlatform).bTestWithShared)  /// compiling templates is only for testing purposes
     {
         AddPseudodependency(WaitForTestShared.StaticGetFullName());
     }
 }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:23,代码来源:GUBP.Automation.cs

示例6: UATTestNode

        public UATTestNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, string InTestName, string InUATCommandLine, bool InDependsOnEditor = true, List<UnrealTargetPlatform> InDependsOnCooked = null, bool bInExposeToEC = false, float InECPriority = 0.0f)
            : base(InHostPlatform)
        {
            bExposeToEC = bInExposeToEC;
            ECPriority = InECPriority;
            GameProj = InGameProj;
            TestName = InTestName;
            UATCommandLine = InUATCommandLine;
            bool bWillCook = InUATCommandLine.IndexOf("-cook") >= 0;
            DependsOnEditor = InDependsOnEditor || bWillCook;
            if (InDependsOnCooked != null)
            {
                DependsOnCooked = InDependsOnCooked;
            }
            else
            {
                DependsOnCooked = new List<UnrealTargetPlatform>();
            }
            if (DependsOnEditor)
            {
                AddDependency(EditorAndToolsNode.StaticGetFullName(HostPlatform));
                if (GameProj.GameName != bp.Branch.BaseEngineProject.GameName)
                {
                    if (GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
                    {
                        AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
                    }
                }
            }
            foreach (var Plat in DependsOnCooked)
            {
                AddDependency(GamePlatformCookedAndCompiledNode.StaticGetFullName(HostPlatform, GameProj, Plat));
                if (bWillCook && Plat != HostPlatform && Plat != GUBP.GetAltHostPlatform(HostPlatform))
                {
                    AddDependency(EditorPlatformNode.StaticGetFullName(HostPlatform, Plat));
                }
            }

            if (!bp.bWide)
            {
                var Options = InGameProj.Options(HostPlatform);
                if (Options.bSeparateGamePromotion)
                {
                    AddPseudodependency(GameLabelPromotableNode.StaticGetFullName(GameProj, false));
                }
                else
                {
                    AddPseudodependency(WaitForTestShared.StaticGetFullName());
                }
            }
            if (InGameProj.GameName == bp.Branch.BaseEngineProject.GameName)
            {
                ECPriority = ECPriority + 1.0f;
            }
            if (UATCommandLine.IndexOf("-RunAutomationTests", StringComparison.InvariantCultureIgnoreCase) >= 0)
            {
                ECPriority = ECPriority - 4.0f;
                if (UATCommandLine.IndexOf("-EditorTest", StringComparison.InvariantCultureIgnoreCase) >= 0)
                {
                    ECPriority = ECPriority - 4.0f;
                }
            }
            else if (UATCommandLine.IndexOf("-EditorTest", StringComparison.InvariantCultureIgnoreCase) >= 0)
            {
                ECPriority = ECPriority + 2.0f;
            }
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:67,代码来源:GUBP.Automation.cs

示例7: WaitForGamePromotionUserInput

 public WaitForGamePromotionUserInput(GUBP bp, BranchInfo.BranchUProject InGameProj, bool bInLabelPromoted)
     : base(InGameProj.GameName, "", bInLabelPromoted)
 {
     GameProj = InGameProj;
     var Options = InGameProj.Options(UnrealTargetPlatform.Win64);
     bCustomWorkflow = Options.bCustomWorkflowForPromotion;
 }
开发者ID:mymei,项目名称:UE4,代码行数:7,代码来源:GUBP.Automation.cs

示例8: CookNode

        public CookNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, string InCookPlatform)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
            CookPlatform = InCookPlatform;
            bIsMassive = false;
            AddDependency(EditorAndToolsNode.StaticGetFullName(HostPlatform));
            if (TargetPlatform != HostPlatform && TargetPlatform != GUBP.GetAltHostPlatform(HostPlatform))
            {
                AddDependency(EditorPlatformNode.StaticGetFullName(HostPlatform, TargetPlatform));
            }

            // is this the "base game" or a non code project?
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                var Options = InGameProj.Options(HostPlatform);
                bIsMassive = Options.bIsMassive;

                AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
                if (!bp.bWide || bIsMassive)
                {
                    // add an arc to prevent cooks from running until promotable is labeled
                    if (Options.bIsPromotable)
                    {
                        if (Options.bSeparateGamePromotion)
                        {
                            AddPseudodependency(GameLabelPromotableNode.StaticGetFullName(GameProj, false));
                        }
                        else
                        {
                            AddPseudodependency(WaitForTestShared.StaticGetFullName());
                        }
                    }
                }
                AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, TargetPlatform));
            }
            else
            {
                if (!bp.bWide)
                {
                    // add an arc to prevent cooks from running until promotable is labeled
                    AddPseudodependency(WaitForTestShared.StaticGetFullName());
                }
                AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform));
            }
        }
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:47,代码来源:GUBP.Automation.cs

示例9: GamePlatformCookedAndCompiledNode

        public GamePlatformCookedAndCompiledNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, bool bCodeProject)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;

            foreach (var Kind in BranchInfo.MonolithicKinds)
            {
                if (bCodeProject)
                {
                    if (GameProj.Properties.Targets.ContainsKey(Kind))
                    {
                        var Target = GameProj.Properties.Targets[Kind];
                        var Platforms = Target.Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform);
                        if (Platforms.Contains(TargetPlatform) && Target.Rules.SupportsPlatform(TargetPlatform))
                        {
                            //@todo how do we get the client target platform?
                            string CookedPlatform = Platform.Platforms[TargetPlatform].GetCookPlatform(Kind == TargetRules.TargetType.Server, Kind == TargetRules.TargetType.Client, "");
                            if (Target.Rules.GUBP_AlternateCookPlatform(HostPlatform, CookedPlatform) != "")
                            {
                                CookedPlatform = Target.Rules.GUBP_AlternateCookPlatform(HostPlatform, CookedPlatform);
                            }
                            AddDependency(CookNode.StaticGetFullName(HostPlatform, GameProj, CookedPlatform));
                            AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, TargetPlatform));
                            if(Target.Rules.GUBP_BuildWindowsXPMonolithics())
                            {
                                AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, TargetPlatform, true));
                        }
                    }
                }
                }
                else
                {
                    if (Kind == TargetRules.TargetType.Game) //for now, non-code projects don't do client or server.
                    {
                        if (bp.Branch.BaseEngineProject.Properties.Targets.ContainsKey(Kind))
                        {
                            var Target = bp.Branch.BaseEngineProject.Properties.Targets[Kind];
                            var Platforms = Target.Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform);
                            if (Platforms.Contains(TargetPlatform) && Target.Rules.SupportsPlatform(TargetPlatform))
                            {
                                //@todo how do we get the client target platform?
                                string CookedPlatform = Platform.Platforms[TargetPlatform].GetCookPlatform(Kind == TargetRules.TargetType.Server, Kind == TargetRules.TargetType.Client, "");
                                AddDependency(CookNode.StaticGetFullName(HostPlatform, GameProj, CookedPlatform));
                                AddDependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform));
                            }
                        }
                    }
                }
            }

            // put these in the right agent group, even though they aren't exposed to EC to sort right.
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                var Options = InGameProj.Options(HostPlatform);
                if ((Options.bIsPromotable || Options.bTestWithShared) && !Options.bSeparateGamePromotion)
                {
                    AgentSharingGroup = "SharedCooks" + StaticGetHostPlatformSuffix(HostPlatform);
                }
            }
            else
            {
                AgentSharingGroup = "SharedCooks" + StaticGetHostPlatformSuffix(HostPlatform);
            }
        }
开发者ID:mymei,项目名称:UE4,代码行数:65,代码来源:GUBP.Automation.cs

示例10: FormalBuildNode

        public FormalBuildNode(GUBP bp,
            BranchInfo.BranchUProject InGameProj,
            UnrealTargetPlatform InHostPlatform,
            List<UnrealTargetPlatform> InClientTargetPlatforms = null,
            List<UnrealTargetConfiguration> InClientConfigs = null,
            List<UnrealTargetPlatform> InServerTargetPlatforms = null,
            List<UnrealTargetConfiguration> InServerConfigs = null,
            bool InClientNotGame = false
            )
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            ClientTargetPlatforms = InClientTargetPlatforms;
            ServerTargetPlatforms = InServerTargetPlatforms;
            ClientConfigs = InClientConfigs;
            ServerConfigs = InServerConfigs;
            ClientNotGame = InClientNotGame;

            GameOrClient = TargetRules.TargetType.Game;

            if (ClientNotGame)
            {
                GameOrClient = TargetRules.TargetType.Client;
            }
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                bIsCode = true;
            }
            else
            {
                bIsCode = false;
            }

            // verify we actually built these
            var WorkingGameProject = InGameProj;
            if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                // this is a codeless project, use the base project
                WorkingGameProject = bp.Branch.BaseEngineProject;
            }

            var AllTargetPlatforms = new List<UnrealTargetPlatform>();
            var Options = InGameProj.Options(HostPlatform);
            if(!Options.bSeparateGamePromotion && !bp.BranchOptions.bMakeFormalBuildWithoutLabelPromotable)
            {
                AddPseudodependency(WaitForFormalUserInput.StaticGetFullName());
            }
            if (ClientTargetPlatforms != null)
            {
                if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
                {
                    throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
                }

                foreach (var Plat in ClientTargetPlatforms)
                {
                    if (!AllTargetPlatforms.Contains(Plat))
                    {
                        AllTargetPlatforms.Add(Plat);
                    }
                }
                if (ClientConfigs == null)
                {
                    ClientConfigs = new List<UnrealTargetConfiguration>() { UnrealTargetConfiguration.Development };
                }
                foreach (var Plat in ClientTargetPlatforms)
                {
                    if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(Plat))
                    {
                        throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, Plat.ToString());
                    }
                    foreach (var Config in ClientConfigs)
                    {
                        if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, Plat).Contains(Config))
                        {
                            throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, Plat.ToString(), Config.ToString());
                        }
                    }
                }
            }
            if (ServerTargetPlatforms != null)
            {
                if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Server) && ServerTargetPlatforms != null)
                {
                    throw new AutomationException("Can't make a server build for {0} because it doesn't have a server target.", WorkingGameProject.GameName);
                }
                foreach (var Plat in ServerTargetPlatforms)
                {
                    if (!AllTargetPlatforms.Contains(Plat))
                    {
                        AllTargetPlatforms.Add(Plat);
                    }
                }
                if (ServerConfigs == null)
                {
                    ServerConfigs = new List<UnrealTargetConfiguration>() { UnrealTargetConfiguration.Development };
                }
                foreach (var Plat in ServerTargetPlatforms)
                {
                    if (!WorkingGameProject.Properties.Targets[TargetRules.TargetType.Server].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(Plat))
//.........这里部分代码省略.........
开发者ID:mymei,项目名称:UE4,代码行数:101,代码来源:GUBP.Automation.cs

示例11: DDCNode

        public DDCNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, string InCookPlatform)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
            CookPlatform = InCookPlatform;
            bIsMassive = false;
            AddDependency(RootEditorNode.StaticGetFullName(HostPlatform));
            if (bp.bOrthogonalizeEditorPlatforms)
            {
                if (TargetPlatform != HostPlatform && TargetPlatform != GUBP.GetAltHostPlatform(HostPlatform))
                {
                    AddDependency(EditorPlatformNode.StaticGetFullName(HostPlatform, TargetPlatform));
                }
            }

            bool bIsShared = false;
            // is this the "base game" or a non code project?
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                var Options = InGameProj.Options(HostPlatform);
                bIsMassive = Options.bIsMassive;

                AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
                // add an arc to prevent DDCNode from running until promotable is labeled
                if (Options.bIsPromotable)
                {
                    if (Options.bSeparateGamePromotion)
                    {
                       // AddPseudodependency(GameLabelPromotableNode.StaticGetFullName(GameProj, false));
                    }
                    else
                    {
                        bIsShared = true;
                    }
                }
                else if (Options.bTestWithShared)
                {
                    bIsShared = true;
                }
                //AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, GameProj, TargetPlatform));
            }
            else
            {
                bIsShared = true;
                //AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform));
            }
            if (bIsShared)
            {
                // add an arc to prevent cooks from running until promotable is labeled
                //AddPseudodependency(WaitForTestShared.StaticGetFullName());
                //AgentSharingGroup = "SharedCooks" + StaticGetHostPlatformSuffix(HostPlatform);

                // If the cook fails for the base engine, don't bother trying
                if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && bp.HasNode(DDCNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, CookPlatform)))
                {
                    //AddPseudodependency(DDCNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, CookPlatform));
                }

                // If the base cook platform fails, don't bother trying other ones
                string BaseCookedPlatform = Platform.Platforms[HostPlatform].GetCookPlatform(false, false, "");
                if (InGameProj.GameName == bp.Branch.BaseEngineProject.GameName && CookPlatform != BaseCookedPlatform &&
                    bp.HasNode(DDCNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, BaseCookedPlatform)))
                {
                    //AddPseudodependency(DDCNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, BaseCookedPlatform));
                }
            }
        }
开发者ID:mymei,项目名称:UE4,代码行数:68,代码来源:GUBP.Automation.cs

示例12: GamePlatformMonolithicsNode

        public GamePlatformMonolithicsNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, bool InWithXp = false)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
			WithXp = InWithXp;
            if (TargetPlatform == UnrealTargetPlatform.PS4)
            {
                var PS4MapFileUtil = bp.Branch.FindProgram("PS4MapFileUtil");
                if(PS4MapFileUtil.Rules == null)
                {
                    throw new AutomationException("PS4MapFileUtil is not is this branch, but is required to build PS4 monolithics");
                }
                AddDependency(SingleToolsNode.StaticGetFullName(HostPlatform, PS4MapFileUtil));
            }
			if (TargetPlatform == UnrealTargetPlatform.XboxOne)
			{
				var XboxOnePDBFileUtil = bp.Branch.FindProgram("XboxOnePDBFileUtil");
				if (XboxOnePDBFileUtil.Rules == null)
				{
					throw new AutomationException("XboxOnePDBFileUtil is not is this branch, but is required to build Xbox One monolithics");
				}
				AddDependency(SingleToolsNode.StaticGetFullName(HostPlatform, XboxOnePDBFileUtil));
			}
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName && GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
				if (!bp.BranchOptions.ExcludePlatformsForEditor.Contains(InHostPlatform))
				{
					AddPseudodependency(EditorGameNode.StaticGetFullName(InHostPlatform, GameProj));
				}
                if (bp.HasNode(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform)))
                {
                    AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TargetPlatform));
                }
            }
            else
            {
                if (TargetPlatform != InHostPlatform && bp.HasNode(GamePlatformMonolithicsNode.StaticGetFullName(InHostPlatform, bp.Branch.BaseEngineProject, InHostPlatform))
                    && !GUBP.bBuildRocket) // more errors and more performance by just starting, for example, IOS without waiting for mac
                {
                    AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(InHostPlatform, bp.Branch.BaseEngineProject, InHostPlatform));
                }
                if (GUBP.bBuildRocket && InGameProj.GameName == bp.Branch.BaseEngineProject.GameName)
                {
                    AgentSharingGroup = "UE4_" + InTargetPlatform + "_Mono" + StaticGetHostPlatformSuffix(InHostPlatform);
                    // lets just start this right away AddPseudodependency(RootEditorHeadersNode.StaticGetFullName(HostPlatform)); // maybe we should start these sooner, but that rather tangles the agent groups
                }
            }
            if (InGameProj.Options(InHostPlatform).bTestWithShared)  /// compiling templates is only for testing purposes, and we will group them to avoid saturating the farm
            {
                AddPseudodependency(WaitForTestShared.StaticGetFullName());
                AgentSharingGroup = "TemplateMonolithics" + StaticGetHostPlatformSuffix(InHostPlatform);
            }

            if (GUBP.bBuildRocket)
            {
                var Target = bp.Branch.BaseEngineProject.Properties.Targets[TargetRules.TargetType.Game];
                var Configs = Target.Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, TargetPlatform);
                foreach (var Config in Configs)
                {
                    if (HostPlatform == UnrealTargetPlatform.Win64)
                    {
                        if (TargetPlatform == UnrealTargetPlatform.Win32 && Config != UnrealTargetConfiguration.Shipping)
                        {
                            continue;
                        }
                        if (TargetPlatform == UnrealTargetPlatform.Win64 && Config != UnrealTargetConfiguration.Development)
                        {
                            continue;
                        }
                        if (TargetPlatform == UnrealTargetPlatform.Android && Config != UnrealTargetConfiguration.Shipping && Config != UnrealTargetConfiguration.Development)
                        {
                            continue;
                        }
                        if (TargetPlatform == UnrealTargetPlatform.HTML5 && Config != UnrealTargetConfiguration.Shipping && Config != UnrealTargetConfiguration.Development)
                        {
                            continue;
                        }
                        if (TargetPlatform == UnrealTargetPlatform.Linux && Config != UnrealTargetConfiguration.Shipping && Config != UnrealTargetConfiguration.Development)
                        {
                            continue;
                        }
                    }
                    else if (Config != UnrealTargetConfiguration.Shipping && Config != UnrealTargetConfiguration.Development)
                    {
                        continue;
                    }
                    Log("Building {0} for Host={1} Target={2} Config={3} for rocket.   Node={4}", Target.TargetName, HostPlatform, TargetPlatform, Config, GetFullName());
                }
            }

        }
开发者ID:xiangyuan,项目名称:Unreal4,代码行数:92,代码来源:GUBP.Automation.cs

示例13: FormalBuildTestNode

        public FormalBuildTestNode(GUBP bp,
            BranchInfo.BranchUProject InGameProj,
            UnrealTargetPlatform InHostPlatform,
            UnrealTargetPlatform InClientTargetPlatform,
            UnrealTargetConfiguration InClientConfig
            )
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            ClientTargetPlatform = InClientTargetPlatform;
            ClientConfig = InClientConfig;
            GameOrClient = TargetRules.TargetType.Game;

            // verify we actually built these
            var WorkingGameProject = InGameProj;
            var Options = InGameProj.Options(HostPlatform);
            if(!Options.bSeparateGamePromotion)
            {
                AddPseudodependency(SharedLabelPromotableNode.StaticGetFullName(false));
            }
            if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                // this is a codeless project, use the base project
                WorkingGameProject = bp.Branch.BaseEngineProject;
            }
            if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
            {
                throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
            }

            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(ClientTargetPlatform))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString());
            }
            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, ClientTargetPlatform).Contains(ClientConfig))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString(), ClientConfig.ToString());
            }
            AddDependency(FormalBuildNode.StaticGetFullName(GameProj, HostPlatform, new List<UnrealTargetPlatform>() { ClientTargetPlatform }, InClientConfigs: new List<UnrealTargetConfiguration>() { ClientConfig }, InClientNotGame: GameOrClient == TargetRules.TargetType.Client));
        }
开发者ID:Art1stical,项目名称:AHRUnrealEngine,代码行数:40,代码来源:GUBP.Automation.cs


注:本文中的BranchInfo.Options方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。