本文整理汇总了C#中GUBP类的典型用法代码示例。如果您正苦于以下问题:C# GUBP类的具体用法?C# GUBP怎么用?C# GUBP使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
GUBP类属于命名空间,在下文中一共展示了GUBP类的15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: GetAgenda
public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
{
var Agenda = new UE4Build.BuildAgenda();
Agenda.DotNetSolutions.Add("Engine/Source/Programs/UnrealDocTool/APIDocTool/APIDocTool.sln");
Agenda.DotNetSolutions.Add("Engine/Source/Programs/UnrealDocTool/UnrealDocTool/UnrealDocTool.sln");
return Agenda;
}
示例2: AddNodes
public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InActivePlatforms)
{
/* if(InHostPlatform == UnrealTargetPlatform.Win64 && !BranchConfig.BranchOptions.bNoDocumentation)
{
BranchConfig.AddNode(new ToolsForDocumentationNode(BranchConfig, InHostPlatform));
BranchConfig.AddNode(new CodeDocumentationNode(InHostPlatform));
BranchConfig.AddNode(new BlueprintDocumentationNode(InHostPlatform));
}*/
}
示例3: TriggerNode
public TriggerNode(GUBP bp, GUBP.WaitForUserInput InNode) : base(bp, InNode)
{
AddSubmittersToFailureEmails = false;
StateName = InNode.GetTriggerStateName();
DescriptionText = InNode.GetTriggerDescText();
ActionText = InNode.GetTriggerActionText();
RequiresRecursiveWorkflow = InNode.TriggerRequiresRecursiveWorkflow();
}
示例4: AddNodes
public override void AddNodes(GUBP bp, UnrealTargetPlatform InHostPlatform)
{
if(InHostPlatform == UnrealTargetPlatform.Win64 && !bp.BranchOptions.bNoDocumentation)
{
bp.AddNode(new ToolsForDocumentationNode(InHostPlatform));
bp.AddNode(new CodeDocumentationNode(InHostPlatform));
bp.AddNode(new BlueprintDocumentationNode(InHostPlatform));
}
}
示例5: LegacyNode
public LegacyNode(GUBP.GUBPNode InNode)
{
Name = InNode.GetFullName();
Node = InNode;
AgentRequirements = Node.ECAgentString();
AgentSharingGroup = Node.AgentSharingGroup;
AgentMemoryRequirement = Node.AgentMemoryRequirement();
TimeoutInMinutes = Node.TimeoutInMinutes();
SendSuccessEmail = Node.SendSuccessEmail();
Priority = Node.Priority();
}
示例6: BuildDerivedDataCacheNode
public BuildDerivedDataCacheNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform, string InTargetPlatforms, string[] InProjectNames)
: base(InHostPlatform)
{
BranchConfig = InBranchConfig;
TargetPlatforms = InTargetPlatforms;
ProjectNames = InProjectNames;
SavedDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString());
SavedManifestPath = CommandUtils.CombinePaths(SavedDir, "DerivedDataCacheManifest.txt");
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
}
示例7: DoBuild
public override void DoBuild(GUBP bp)
{
CommandUtils.DeleteDirectoryContents(OutputDir);
// Extract the editor headers
CommandUtils.UnzipFiles(GUBP.RootEditorNode.StaticGetArchivedHeadersPath(HostPlatform), CommandUtils.CmdEnv.LocalRoot);
// Extract all the headers for code target platforms
foreach(UnrealTargetPlatform CodeTargetPlatform in CodeTargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(bp, HostPlatform, CodeTargetPlatform);
string ZipFileName = GUBP.GamePlatformMonolithicsNode.StaticGetArchivedHeadersPath(SourceHostPlatform, bp.Branch.BaseEngineProject, CodeTargetPlatform);
CommandUtils.UnzipFiles(ZipFileName, CommandUtils.CmdEnv.LocalRoot);
}
// Copy the depot files to the output directory
FilterRocketNode FilterNode = (FilterRocketNode)bp.FindNode(FilterRocketNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(FilterNode.DepotManifestPath, CommandUtils.CmdEnv.LocalRoot, OutputDir);
// Copy the stripped files to the output directory
foreach(KeyValuePair<string, string> StrippedManifestPath in FilterNode.StrippedNodeManifestPaths)
{
StripRocketNode StripNode = (StripRocketNode)bp.FindNode(StrippedManifestPath.Key);
CopyManifestFilesToOutput(StrippedManifestPath.Value, StripNode.StrippedDir, OutputDir);
}
// Copy the DDC to the output directory
BuildDerivedDataCacheNode DerivedDataCacheNode = (BuildDerivedDataCacheNode)bp.FindNode(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
CopyManifestFilesToOutput(DerivedDataCacheNode.SavedManifestPath, DerivedDataCacheNode.SavedDir, OutputDir);
// Write the Rocket.txt file with the
string RocketFile = CommandUtils.CombinePaths(OutputDir, "Engine/Build/Rocket.txt");
CommandUtils.WriteAllText(RocketFile, "-installedengine -rocket");
// Create a dummy build product
BuildProducts = new List<string>();
SaveRecordOfSuccessAndAddToBuildProducts();
}
示例8: AddRuleForBuildProducts
static void AddRuleForBuildProducts(FileFilter Filter, GUBP bp, string NodeName, FileFilterType Type)
{
GUBP.GUBPNode Node = bp.FindNode(NodeName);
if(Node == null)
{
throw new AutomationException("Couldn't find node '{0}'", NodeName);
}
Filter.AddRuleForFiles(Node.BuildProducts, CommandUtils.CmdEnv.LocalRoot, Type);
}
示例9: FilterRocketNode
public FilterRocketNode(GUBP bp, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InTargetPlatforms, string[] InCurrentFeaturePacks, string[] InCurrentTemplates)
: base(InHostPlatform)
{
TargetPlatforms = new List<UnrealTargetPlatform>(InTargetPlatforms);
CurrentFeaturePacks = InCurrentFeaturePacks;
CurrentTemplates = InCurrentTemplates;
DepotManifestPath = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString(), "Filter.txt");
// Add the editor
AddDependency(GUBP.VersionFilesNode.StaticGetFullName());
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.RootEditorNode.StaticGetFullName(HostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(HostPlatform));
// Add all the monolithic builds from their appropriate source host platform
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(bp, HostPlatform, TargetPlatform);
bool bIsCodeTargetPlatform = RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform);
AddDependency(GUBP.GamePlatformMonolithicsNode.StaticGetFullName(SourceHostPlatform, bp.Branch.BaseEngineProject, TargetPlatform, Precompiled: bIsCodeTargetPlatform));
}
// Also add stripped symbols for all the target platforms that require it
List<string> StrippedNodeNames = new List<string>();
foreach(UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if(StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
UnrealTargetPlatform SourceHostPlatform = RocketBuild.GetSourceHostPlatform(bp, HostPlatform, TargetPlatform);
string StripNode = StripRocketMonolithicsNode.StaticGetFullName(SourceHostPlatform, bp.Branch.BaseEngineProject, TargetPlatform, RocketBuild.IsCodeTargetPlatform(SourceHostPlatform, TargetPlatform));
AddDependency(StripNode);
StrippedNodeNames.Add(StripNode);
}
}
// Add win64 tools on Mac, to get the win64 build of UBT, UAT and IPP
if (HostPlatform == UnrealTargetPlatform.Mac && bp.HostPlatforms.Contains(UnrealTargetPlatform.Win64))
{
AddDependency(GUBP.ToolsNode.StaticGetFullName(UnrealTargetPlatform.Win64));
AddDependency(GUBP.ToolsForCompileNode.StaticGetFullName(UnrealTargetPlatform.Win64));
}
// Add all the feature packs
AddDependency(GUBP.MakeFeaturePacksNode.StaticGetFullName(GUBP.MakeFeaturePacksNode.GetDefaultBuildPlatform(bp)));
// Find all the host platforms we need
SourceHostPlatforms = TargetPlatforms.Select(x => RocketBuild.GetSourceHostPlatform(bp, HostPlatform, x)).Distinct().ToList();
if(!SourceHostPlatforms.Contains(HostPlatform))
{
SourceHostPlatforms.Add(HostPlatform);
}
// Add the stripped host platforms
if(StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
AddDependency(StripRocketToolsNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketToolsNode.StaticGetFullName(HostPlatform));
AddDependency(StripRocketEditorNode.StaticGetFullName(HostPlatform));
StrippedNodeNames.Add(StripRocketEditorNode.StaticGetFullName(HostPlatform));
}
// Set all the stripped manifest paths
foreach(string StrippedNodeName in StrippedNodeNames)
{
StrippedNodeManifestPaths.Add(StrippedNodeName, Path.Combine(Path.GetDirectoryName(DepotManifestPath), "Filter_" + StrippedNodeName + ".txt"));
}
}
示例10: GetAgenda
public override UE4Build.BuildAgenda GetAgenda(GUBP bp)
{
bool bAnyAdded = false;
var Agenda = new UE4Build.BuildAgenda();
if (HostPlatform == UnrealTargetPlatform.Win64)
{
bAnyAdded = true;
Agenda.DotNetProjects.AddRange(
new string[]
{
CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportCommon\CrashReportCommon.csproj"),
CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportReceiver\CrashReportReceiver.csproj"),
CombinePaths(@"Engine\Source\Programs\NotForLicensees\CrashReportServer\CrashReportProcess\CrashReportProcess.csproj"),
CombinePaths(@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj"),
});
Agenda.DotNetSolutions.AddRange(
new string[]
{
CombinePaths(@"Engine\Source\Programs\UnrealDocTool\UnrealDocTool\UnrealDocTool.sln"),
}
);
Agenda.ExtraDotNetFiles.AddRange(
new string[]
{
"Interop.IWshRuntimeLibrary",
"UnrealMarkdown",
"CommonUnrealMarkdown",
}
);
}
string AddArgs = "-nobuilduht -skipactionhistory -CopyAppBundleBackToDevice";
foreach (var ProgramTarget in BranchConfig.Branch.BaseEngineProject.Properties.Programs)
{
bool bInternalOnly;
bool SeparateNode;
bool CrossCompile;
if (ProgramTarget.Rules.GUBP_AlwaysBuildWithTools(HostPlatform, out bInternalOnly, out SeparateNode, out CrossCompile) && ProgramTarget.Rules.SupportsPlatform(HostPlatform) && bInternalOnly && !SeparateNode)
{
foreach (var Plat in ProgramTarget.Rules.GUBP_ToolPlatforms(HostPlatform))
{
foreach (var Config in ProgramTarget.Rules.GUBP_ToolConfigs(HostPlatform))
{
Agenda.AddTargets(new string[] { ProgramTarget.TargetName }, Plat, Config, InAddArgs: AddArgs);
bAnyAdded = true;
}
}
}
}
if (bAnyAdded)
{
return Agenda;
}
return null;
}
示例11: BuildGitPromotable
public BuildGitPromotable(GUBP bp, UnrealTargetPlatform HostPlatform, string InConfigRelativePath)
: base(HostPlatform)
{
ConfigRelativePath = InConfigRelativePath;
foreach(UnrealTargetPlatform OtherHostPlatform in bp.HostPlatforms)
{
AddDependency(GUBP.RootEditorNode.StaticGetFullName(OtherHostPlatform));
AddDependency(GUBP.ToolsNode.StaticGetFullName(OtherHostPlatform));
AddDependency(GUBP.InternalToolsNode.StaticGetFullName(OtherHostPlatform));
}
}
示例12: AddNodes
public override void AddNodes(GUBP bp, UnrealTargetPlatform HostPlatform)
{
if(!bp.BranchOptions.bNoInstalledEngine)
{
// Find all the target platforms for this host platform.
List<UnrealTargetPlatform> TargetPlatforms = GetTargetPlatforms(bp, HostPlatform);
// Remove any platforms that aren't available on this machine
TargetPlatforms.RemoveAll(x => !bp.ActivePlatforms.Contains(x));
// Get the temp directory for stripped files for this host
string StrippedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", HostPlatform.ToString()));
// Strip the host platform
if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
{
bp.AddNode(new StripRocketToolsNode(HostPlatform, StrippedDir));
bp.AddNode(new StripRocketEditorNode(HostPlatform, StrippedDir));
}
// Strip all the target platforms that are built on this host
foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
{
if (GetSourceHostPlatform(bp, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
{
bp.AddNode(new StripRocketMonolithicsNode(bp, HostPlatform, TargetPlatform, StrippedDir));
}
}
// Build the DDC
bp.AddNode(new BuildDerivedDataCacheNode(HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));
// Generate a list of files that needs to be copied for each target platform
bp.AddNode(new FilterRocketNode(bp, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));
// Copy the install to the output directory
string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
bp.AddNode(new GatherRocketNode(HostPlatform, TargetPlatforms, LocalOutputDir));
// Add the aggregate node for the entire install
GUBP.GUBPNode PromotableNode = bp.FindNode(GUBP.SharedAggregatePromotableNode.StaticGetFullName());
PromotableNode.AddDependency(FilterRocketNode.StaticGetFullName(HostPlatform));
PromotableNode.AddDependency(BuildDerivedDataCacheNode.StaticGetFullName(HostPlatform));
// Add a node for GitHub promotions
if(HostPlatform == UnrealTargetPlatform.Win64)
{
string GitConfigRelativePath = "Engine/Build/Git/UnrealBot.ini";
if(CommandUtils.FileExists(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, GitConfigRelativePath)))
{
bp.AddNode(new BuildGitPromotable(bp, HostPlatform, GitConfigRelativePath));
PromotableNode.AddDependency(BuildGitPromotable.StaticGetFullName(HostPlatform));
}
}
// Get the output directory for the build zips
string PublishedEngineDir;
if(ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP())
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootSharedTempStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
}
else
{
PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
}
// Publish the install to the network
bp.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
bp.AddNode(new PublishRocketSymbolsNode(bp, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
// Add a dependency on this being published as part of the shared promotable being labeled
GUBP.SharedLabelPromotableSuccessNode LabelPromotableNode = (GUBP.SharedLabelPromotableSuccessNode)bp.FindNode(GUBP.SharedLabelPromotableSuccessNode.StaticGetFullName());
LabelPromotableNode.AddDependency(PublishRocketNode.StaticGetFullName(HostPlatform));
LabelPromotableNode.AddDependency(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));
// Add dependencies on a promotable to do these steps too
GUBP.WaitForSharedPromotionUserInput WaitForPromotionNode = (GUBP.WaitForSharedPromotionUserInput)bp.FindNode(GUBP.WaitForSharedPromotionUserInput.StaticGetFullName(true));
WaitForPromotionNode.AddDependency(PublishRocketNode.StaticGetFullName(HostPlatform));
WaitForPromotionNode.AddDependency(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));
// Push everything behind the promotion triggers if we're doing things on the build machines
if(ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP() || bp.ParseParam("WithRocketPromotable"))
{
string WaitForTrigger = GUBP.WaitForSharedPromotionUserInput.StaticGetFullName(false);
GatherRocketNode GatherRocket = (GatherRocketNode)bp.FindNode(GatherRocketNode.StaticGetFullName(HostPlatform));
GatherRocket.AddDependency(WaitForTrigger);
PublishRocketSymbolsNode PublishRocketSymbols = (PublishRocketSymbolsNode)bp.FindNode(PublishRocketSymbolsNode.StaticGetFullName(HostPlatform));
PublishRocketSymbols.AddDependency(WaitForTrigger);
}
}
}
示例13: CISFrequencyQuantumShift
public override int CISFrequencyQuantumShift(GUBP bp)
{
return base.CISFrequencyQuantumShift(bp) + 2;
}
示例14: ToolsForDocumentationNode
public ToolsForDocumentationNode(GUBP.GUBPBranchConfig InBranchConfig, UnrealTargetPlatform InHostPlatform)
: base(InBranchConfig, InHostPlatform, false)
{
AgentSharingGroup = "Documentation" + StaticGetHostPlatformSuffix(InHostPlatform);
}
示例15: DoBuild
public override void DoBuild(GUBP bp)
{
ExecuteApiDocTool("-rebuildblueprint", "APIDocTool-Blueprint");
SubmitOutputs("Blueprint documentation", "Engine/Documentation/Builds/BlueprintAPI-*", "Engine/Documentation/CHM/BlueprintAPI.chm");
base.DoBuild(bp);
}