当前位置: 首页>>代码示例>>C#>>正文


C# GUBP.HasNode方法代码示例

本文整理汇总了C#中GUBP.HasNode方法的典型用法代码示例。如果您正苦于以下问题:C# GUBP.HasNode方法的具体用法?C# GUBP.HasNode怎么用?C# GUBP.HasNode使用的例子?那么, 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GUBP的用法示例。


在下文中一共展示了GUBP.HasNode方法的6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: UATTestNode

        public UATTestNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, string InTestName, string InUATCommandLine, string InAgentSharingGroup, bool InDependsOnEditor = true, List<UnrealTargetPlatform> InDependsOnCooked = null, float InECPriority = 0.0f)
            : base(InHostPlatform)
        {
            AgentSharingGroup = InAgentSharingGroup;
            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));
            }

            AddPseudodependency(WaitForTestShared.StaticGetFullName());
            // If the same test fails for the base engine, don't bother trying
            if (InGameProj.GameName != bp.Branch.BaseEngineProject.GameName)
            {
                if (bp.HasNode(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, TestName)))
                {
                    AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, InTestName));
                }
                else
                {
                    bool bFoundACook = false;
                    foreach (var Plat in DependsOnCooked)
                    {
                        var PlatTestName = "CookedGameTest_"  + Plat.ToString();
                        if (bp.HasNode(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, PlatTestName)))
                        {
                            AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, PlatTestName));
                            bFoundACook = true;
                        }
                    }

                    if (!bFoundACook && bp.HasNode(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, "EditorTest")))
                    {
                        AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, bp.Branch.BaseEngineProject, "EditorTest"));
                    }

                }
            }

            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:mymei,项目名称:UE4,代码行数:80,代码来源:GUBP.Automation.cs

示例2: SingleInternalToolsNode

 public SingleInternalToolsNode(GUBP bp, UnrealTargetPlatform InHostPlatform, SingleTargetProperties InProgramTarget)
     : base(InHostPlatform)
 {
     // Don't add rooteditor dependency if it isn't in the graph
     var bRootEditorNodeDoesExit = bp.HasNode(RootEditorNode.StaticGetFullName(HostPlatform));
     SetupSingleInternalToolsNode(InProgramTarget, !bRootEditorNodeDoesExit);
 }
开发者ID:mymei,项目名称:UE4,代码行数:7,代码来源:GUBP.Automation.cs

示例3: GamePlatformMonolithicsNode

        public GamePlatformMonolithicsNode(GUBP bp, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InTargetPlatform, bool InWithXp = false, bool InPrecompiled = false)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            TargetPlatform = InTargetPlatform;
            WithXp = InWithXp;
            Precompiled = InPrecompiled;

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

            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, Precompiled: Precompiled)))
                {
                    AddPseudodependency(GamePlatformMonolithicsNode.StaticGetFullName(InHostPlatform, bp.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:mymei,项目名称:UE4,代码行数:38,代码来源:GUBP.Automation.cs

示例4: 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5: AddNodes

		public override void AddNodes(GUBP bp, GUBP.GUBPBranchConfig BranchConfig, UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms)
		{
			if (!BranchConfig.BranchOptions.bNoInstalledEngine)
			{
				// Add the aggregate for making a rocket build
				if(!BranchConfig.HasNode(WaitToMakeRocketBuild.StaticGetFullName()))
				{
					BranchConfig.AddNode(new WaitToMakeRocketBuild(BranchConfig));
				}

				// 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 => !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()));

				// Get the temp directory for signed files for this host
				string SignedDir = Path.GetFullPath(CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Rocket", "Signed", HostPlatform.ToString()));

				// Strip the host platform
				if (StripRocketNode.IsRequiredForPlatform(HostPlatform))
				{
					BranchConfig.AddNode(new StripRocketToolsNode(BranchConfig, HostPlatform, StrippedDir));
					BranchConfig.AddNode(new StripRocketEditorNode(BranchConfig, HostPlatform, StrippedDir));
				}
				BranchConfig.AddNode(new SignRocketToolsNode(BranchConfig, HostPlatform, SignedDir));
				BranchConfig.AddNode(new SignRocketEditorNode(BranchConfig, HostPlatform, SignedDir));

				// Strip all the target platforms that are built on this host
				foreach (UnrealTargetPlatform TargetPlatform in TargetPlatforms)
				{
					if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && StripRocketNode.IsRequiredForPlatform(TargetPlatform))
					{
						BranchConfig.AddNode(new StripRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, StrippedDir));
					}
					if (GetSourceHostPlatform(BranchConfig.HostPlatforms, HostPlatform, TargetPlatform) == HostPlatform && SignRocketNode.IsRequiredForPlatform(TargetPlatform))
					{
						BranchConfig.AddNode(new SignRocketMonolithicsNode(BranchConfig, HostPlatform, TargetPlatform, SignedDir));
					}
				}

				// Build the DDC
				BranchConfig.AddNode(new BuildDerivedDataCacheNode(BranchConfig, HostPlatform, GetCookPlatforms(HostPlatform, TargetPlatforms), CurrentFeaturePacks));

				// Generate a list of files that needs to be copied for each target platform
				BranchConfig.AddNode(new FilterRocketNode(BranchConfig, HostPlatform, TargetPlatforms, CurrentFeaturePacks, CurrentTemplates));

				// Copy the install to the output directory
				string LocalOutputDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "Rocket", CommandUtils.GetGenericPlatformName(HostPlatform));
				BranchConfig.AddNode(new GatherRocketNode(BranchConfig, HostPlatform, TargetPlatforms, LocalOutputDir));

				// 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)))
					{
						BranchConfig.AddNode(new BuildGitPromotable(HostPlatform, BranchConfig.HostPlatforms, GitConfigRelativePath));
					}
				}

				// Get the output directory for the build zips
				string PublishedEngineDir;
				if (ShouldDoSeriousThingsLikeP4CheckinAndPostToMCP(BranchConfig))
				{
					PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory(), "Rocket", "Automated", GetBuildLabel(), CommandUtils.GetGenericPlatformName(HostPlatform));
				}
				else
				{
					PublishedEngineDir = CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "LocalBuilds", "RocketPublish", CommandUtils.GetGenericPlatformName(HostPlatform));
				}

				// Publish the install to the network
				BranchConfig.AddNode(new PublishRocketNode(HostPlatform, LocalOutputDir, PublishedEngineDir));
				BranchConfig.AddNode(new PublishRocketSymbolsNode(BranchConfig, HostPlatform, TargetPlatforms, PublishedEngineDir + "Symbols"));
			}
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:80,代码来源:RocketBuild.Automation.cs

示例6: 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


注:本文中的GUBP.HasNode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。