本文整理汇总了C#中AutomationTool.UE4Build.AddBuildProductsToChangelist方法的典型用法代码示例。如果您正苦于以下问题:C# UE4Build.AddBuildProductsToChangelist方法的具体用法?C# UE4Build.AddBuildProductsToChangelist怎么用?C# UE4Build.AddBuildProductsToChangelist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类AutomationTool.UE4Build
的用法示例。
在下文中一共展示了UE4Build.AddBuildProductsToChangelist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: Build
//.........这里部分代码省略.........
{
return;
}
Log("********** BUILD COMMAND STARTED **********");
var UE4Build = new UE4Build(Command);
var Agenda = new UE4Build.BuildAgenda();
var CrashReportPlatforms = new HashSet<UnrealTargetPlatform>();
// Setup editor targets
if (Params.HasEditorTargets && !Params.Rocket)
{
// @todo Mac: proper platform detection
UnrealTargetPlatform EditorPlatform = HostPlatform.Current.HostEditorPlatform;
const UnrealTargetConfiguration EditorConfiguration = UnrealTargetConfiguration.Development;
CrashReportPlatforms.Add(EditorPlatform);
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
CrashReportPlatforms.Add(ClientPlatform);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.HasServerCookedTargets)
{
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatform in Params.ServerTargetPlatforms)
{
CrashReportPlatforms.Add(ServerPlatform);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatform, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: " -remoteini=\""+Path.GetDirectoryName(Params.RawProjectPath)+"\"");
}
}
}
if (Params.CrashReporter && !Params.Rocket)
{
var CrashReportClientTarget = new[] { "CrashReportClient" };
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTargets(CrashReportClientTarget, CrashReportPlatform, UnrealTargetConfiguration.Development);
}
}
}
if (Params.HasProgramTargets && !Params.Rocket)
{
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatform in Params.ClientTargetPlatforms)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatform, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
}
Log("********** BUILD COMMAND COMPLETED **********");
}
示例2: ExecuteInner
//.........这里部分代码省略.........
if (Exclude.Contains("Soul"))
{
RemoveTargetsFromList(Soul, List);
}
if (Exclude.Contains("StrategyVR"))
{
RemoveTargetsFromList(StrategyVR, List);
}
}
}
// @todo: make this programmatic by looping over the TargetLists (which maybe should be a map from config to list)
string[] Win64Dev = Win64DevTargets.ToArray();
string[] Win32Dev = Win32Targets.ToArray();
string[] Win32Ship = Win32ShipTargets.ToArray();
string[] PS4Dev = PS4DevTargets.ToArray();
string[] XboxOneDev = XboxOneDevTargets.ToArray();
string[] IOSDev = IOSDevTargets.ToArray();
string[] MacDev = MacDevTargets.ToArray();
string[] AndroidDev = AndroidDevTargets.ToArray();
if (!String.IsNullOrEmpty(Config))
{
switch (Config.ToUpperInvariant())
{
case "EDITORS":
Agenda.AddTargets(Win64Dev, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
break;
case "WIN32DEV":
Agenda.AddTargets(Win32Dev, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development);
break;
case "WIN32SHIP":
Agenda.AddTargets(Win32Ship, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
break;
case "PS4DEV":
Agenda.AddTargets(PS4Dev, UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development);
break;
case "XBOXONEDEV":
Agenda.AddTargets(XboxOneDev, UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development);
break;
case "IOSDEV":
Agenda.AddTargets(IOSDev, UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development);
break;
case "MACDEV":
Agenda.AddTargets(MacDev, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
Agenda.AddTargets(MacProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
break;
case "ANDROIDDEV":
Agenda.AddTargets(AndroidDev, UnrealTargetPlatform.Android, UnrealTargetConfiguration.Development);
break;
}
}
else
{
Agenda.AddTargets(Win64Dev, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Win64, UnrealTargetConfiguration.Development);
Agenda.AddTargets(Win32Dev, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Development);
Agenda.AddTargets(Win32Ship, UnrealTargetPlatform.Win32, UnrealTargetConfiguration.Shipping);
Agenda.AddTargets(PS4Dev, UnrealTargetPlatform.PS4, UnrealTargetConfiguration.Development);
Agenda.AddTargets(XboxOneDev, UnrealTargetPlatform.XboxOne, UnrealTargetConfiguration.Development);
Agenda.AddTargets(IOSDev, UnrealTargetPlatform.IOS, UnrealTargetConfiguration.Development);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
if (String.IsNullOrEmpty(Config) || Config.ToLower() == "editors")
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (P4Enabled)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
// Check everything in!
int SubmittedCL;
Submit(WorkingCL, out SubmittedCL, true, true);
// Label it
if (String.IsNullOrEmpty(Config))
{
MakeDownstreamLabel("Promotable");
}
else if (Config.ToLower() == "editors")
{
MakeDownstreamLabel("Promotable-Partial-" + Config);
}
else
{
MakeDownstreamLabel("Partial-Promotable-" + Config, UE4Build.BuildProductFiles);
}
}
}
示例3: ExecuteBuild
public override void ExecuteBuild()
{
Log("************************* BuildUAT");
int WorkingCL = -1;
if (P4Enabled)
{
WorkingCL = CreateChange(P4Env.Client, String.Format("UATOnly build built from changelist {0}", P4Env.Changelist));
Log("Build from {0} Working in {1}", P4Env.Changelist, WorkingCL);
}
ExecuteInner(WorkingCL);
var UE4Build = new UE4Build(this);
var Agenda = new UE4Build.BuildAgenda();
Agenda.DotNetProjects.AddRange(
new string[]
{
@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
}
);
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.AddUATFilesToBuildProducts();
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (P4Enabled)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
// Check everything in!
int SubmittedCL;
Submit(WorkingCL, out SubmittedCL, true, true);
// Reset engine versions to 0 if required
if (ParseParam("ZeroVersions"))
{
Execute<ZeroEngineVersions>(this);
}
}
PrintRunTime();
}
示例4: ExecuteBuild
//.........这里部分代码省略.........
var Targets = JustTarget.Split('|');
if (Targets.Length < 1)
{
throw new AutomationException("BUILD FAILED target option '{0}' not parsed.", Target);
}
var Platforms = new List<UnrealTargetPlatform>();
var Configurations = new List<UnrealTargetConfiguration>();
for (int Part = 1; Part < Parts.Length; Part++)
{
if (!String.IsNullOrEmpty(Parts[Part]))
{
var SubParts = Parts[Part].Split('|');
foreach (var SubPart in SubParts)
{
if (UEBuildPlatform.ConvertStringToPlatform(SubPart) != UnrealTargetPlatform.Unknown)
{
Platforms.Add(UEBuildPlatform.ConvertStringToPlatform(SubPart));
}
else
{
switch (SubPart.ToUpperInvariant())
{
case "DEBUG":
Configurations.Add(UnrealTargetConfiguration.Debug);
break;
case "DEBUGGAME":
Configurations.Add(UnrealTargetConfiguration.DebugGame);
break;
case "DEVELOPMENT":
Configurations.Add(UnrealTargetConfiguration.Development);
break;
case "SHIPPING":
Configurations.Add(UnrealTargetConfiguration.Shipping);
break;
case "TEST":
Configurations.Add(UnrealTargetConfiguration.Test);
break;
default:
throw new AutomationException("BUILD FAILED target option {0} not recognized.", SubPart);
}
}
}
}
}
if (Platforms.Count < 1)
{
Platforms.Add(UnrealTargetPlatform.Win64);
}
if (Configurations.Count < 1)
{
Configurations.Add(UnrealTargetConfiguration.Development);
}
foreach (var Platform in Platforms)
{
foreach (var CurTarget in Targets)
{
foreach (var Configuration in Configurations)
{
Agenda.AddTargets(new string[] { CurTarget }, Platform, Configuration);
LogConsole("Target {0} {1} {2}", CurTarget, Platform.ToString(), Configuration.ToString());
if (Clean)
{
string Args = String.Format("{0} {1} {2}", CurTarget, Platform.ToString(), Configuration.ToString());
RunAndLog(CmdEnv, CleanToolLocation, Args);
}
}
}
}
}
LogConsole("*************************");
Agenda.DoRetries = ParseParam("Retry");
UE4Build.Build(Agenda, InUpdateVersionFiles: IsBuildMachine, InUseParallelExecutor: ParseParam("useparallelexecutor"), InShowProgress: ShowProgress);
// if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
// {
// UE4Build.CopyUATFilesAndAddToBuildProducts();
// }
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
int SubmittedCL;
P4.Submit(WorkingCL, out SubmittedCL, true, true);
}
PrintRunTime();
}
示例5: Build
//.........这里部分代码省略.........
Agenda.AddTargets(Params.EditorTargets.ToArray(), EditorPlatform, EditorConfiguration, Params.CodeBasedUprojectPath);
if (Params.EditorTargets.Contains("UnrealHeaderTool") == false)
{
Agenda.AddTargets(new string[] { "UnrealHeaderTool" }, EditorPlatform, EditorConfiguration);
}
if (Params.EditorTargets.Contains("ShaderCompileWorker") == false)
{
Agenda.AddTargets(new string[] { "ShaderCompileWorker" }, EditorPlatform, EditorConfiguration);
}
if (Params.Pak && Params.EditorTargets.Contains("UnrealPak") == false)
{
Agenda.AddTargets(new string[] { "UnrealPak" }, EditorPlatform, EditorConfiguration);
}
if (Params.FileServer && Params.EditorTargets.Contains("UnrealFileServer") == false)
{
Agenda.AddTargets(new string[] { "UnrealFileServer" }, EditorPlatform, EditorConfiguration);
}
}
// Setup cooked targets
if (Params.HasClientCookedTargets && (TargetMask & ProjectBuildTargets.ClientCooked) == ProjectBuildTargets.ClientCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatformType in UniquePlatformTypes)
{
string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, true, ClientPlatformType);
CrashReportPlatforms.Add(ClientPlatformType);
Agenda.AddTargets(Params.ClientCookedTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
}
}
}
if (Params.HasServerCookedTargets && (TargetMask & ProjectBuildTargets.ServerCooked) == ProjectBuildTargets.ServerCooked)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ServerTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ServerConfigsToBuild)
{
foreach (var ServerPlatformType in UniquePlatformTypes)
{
string ScriptPluginArgs = GetBlueprintPluginPathArgument(Params, false, ServerPlatformType);
CrashReportPlatforms.Add(ServerPlatformType);
Agenda.AddTargets(Params.ServerCookedTargets.ToArray(), ServerPlatformType, BuildConfig, Params.CodeBasedUprojectPath, InAddArgs: ScriptPluginArgs + " -remoteini=\"" + Params.RawProjectPath.Directory.FullName + "\"");
}
}
}
if (!Params.NoBootstrapExe && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.Bootstrap) == ProjectBuildTargets.Bootstrap)
{
UnrealBuildTool.UnrealTargetPlatform[] BootstrapPackagedGamePlatforms = { UnrealBuildTool.UnrealTargetPlatform.Win32, UnrealBuildTool.UnrealTargetPlatform.Win64 };
foreach(UnrealBuildTool.UnrealTargetPlatform BootstrapPackagedGamePlatformType in BootstrapPackagedGamePlatforms)
{
if(Params.ClientTargetPlatforms.Contains(new TargetPlatformDescriptor(BootstrapPackagedGamePlatformType)))
{
Agenda.AddTarget("BootstrapPackagedGame", BootstrapPackagedGamePlatformType, UnrealBuildTool.UnrealTargetConfiguration.Shipping);
}
}
}
if (Params.CrashReporter && !Automation.IsEngineInstalled() && (TargetMask & ProjectBuildTargets.CrashReporter) == ProjectBuildTargets.CrashReporter)
{
foreach (var CrashReportPlatform in CrashReportPlatforms)
{
if (UnrealBuildTool.UnrealBuildTool.PlatformSupportsCrashReporter(CrashReportPlatform))
{
Agenda.AddTarget("CrashReportClient", CrashReportPlatform, UnrealTargetConfiguration.Shipping);
}
}
}
if (Params.HasProgramTargets && (TargetMask & ProjectBuildTargets.Programs) == ProjectBuildTargets.Programs)
{
List<UnrealTargetPlatform> UniquePlatformTypes = Params.ClientTargetPlatforms.ConvertAll(x => x.Type).Distinct().ToList();
foreach (var BuildConfig in Params.ClientConfigsToBuild)
{
foreach (var ClientPlatformType in UniquePlatformTypes)
{
Agenda.AddTargets(Params.ProgramTargets.ToArray(), ClientPlatformType, BuildConfig, Params.CodeBasedUprojectPath);
}
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: Params.Clean, InUpdateVersionFiles: WorkingCL > 0);
if (WorkingCL > 0) // only move UAT files if we intend to check in some build products
{
UE4Build.AddUATFilesToBuildProducts();
}
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (WorkingCL > 0)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(Command, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
}
Log("********** BUILD COMMAND COMPLETED **********");
}
示例6: ExecuteInner
//.........这里部分代码省略.........
//@"Engine\Source\Programs\DotNETCommon\DotNETUtilities\DotNETUtilities.csproj",
//@"Engine\Source\Programs\CrashReporter\CrashReportCommon\CrashReportCommon.csproj",
//@"Engine\Source\Programs\CrashReporter\CrashReportInput\CrashReportInput.csproj",
//@"Engine\Source\Programs\CrashReporter\CrashReportUploader\CrashReportUploader.csproj",
//@"Engine\Source\Programs\CrashReporter\CrashReportReceiver\CrashReportReceiver.csproj",
//@"Engine\Source\Programs\CrashReporter\CrashReportProcess\CrashReportProcess.csproj",
//@"Engine\Source\Programs\CrashReporter\RegisterPII\RegisterPII.csproj",
//@"Engine\Source\Programs\Distill\Distill.csproj",
//@"Engine\Source\Programs\UnSetup\UnSetup.csproj",
}
);
Agenda.ExtraDotNetFiles.AddRange(
new string[]
{
//"Interop.IWshRuntimeLibrary",
//"UnrealMarkdown",
//"CommonUnrealMarkdown",
}
);
{
if (LeanAndMean)
{
var ProgramTargets = new string[]
{
"CrashReportClient",
"ShaderCompileWorker",
"UnrealHeaderTool",
"UnrealLightmass",
};
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
var MacDevTargets = new string[]
{
"QAGameEditor",
};
Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
}
else
{
var ProgramTargets = new string[]
{
"BuildPatchTool",
"CrashReportClient",
"UnrealFileServer",
"ShaderCompileWorker",
//"MinidumpDiagnostics",
//"SymbolDebugger",
"UnrealFrontend",
"UnrealHeaderTool",
"UnrealLightmass",
"UnrealPak",
//"UnrealRemoteAgent",
};
Agenda.AddTargets(ProgramTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
var MacDevTargets = new string[]
{
// "FortniteEditor",
// "OrionEditor",
"PlatformerGameEditor",
"QAGameEditor",
"ShooterGameEditor",
"StrategyGameEditor",
// "VehicleGameEditor",
// "FortniteGame",
// "FortniteServer",
// "OrionGame",
"PlatformerGame",
"QAGame",
"ShooterGame",
"StrategyGame",
// "VehicleGame",
};
Agenda.AddTargets(MacDevTargets, UnrealTargetPlatform.Mac, UnrealTargetConfiguration.Development);
}
}
UE4Build.Build(Agenda, InDeleteBuildProducts: true, InUpdateVersionFiles: true);
UE4Build.CheckBuildProducts(UE4Build.BuildProductFiles);
if (P4Enabled)
{
// Sign everything we built
CodeSign.SignMultipleIfEXEOrDLL(this, UE4Build.BuildProductFiles);
// Open files for add or edit
UE4Build.AddBuildProductsToChangelist(WorkingCL, UE4Build.BuildProductFiles);
// Check everything in!
int SubmittedCL;
Submit(WorkingCL, out SubmittedCL, true, true);
// Label it
MakeDownstreamLabel("PromotableMacOnly");
}
}