// Copyright Epic Games, Inc. All Rights Reserved.
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Xml;
using EpicGames.Core;
using UnrealBuildBase;
namespace AutomationTool.Tasks
{
///
/// Parameters for the version task
///
public class SetVersionTaskParameters
{
///
/// The changelist to set in the version files.
///
[TaskParameter]
public int Change { get; set; }
///
/// The engine compatible changelist to set in the version files.
///
[TaskParameter(Optional = true)]
public int CompatibleChange { get; set; }
///
/// The branch string.
///
[TaskParameter]
public string Branch { get; set; }
///
/// The build version string.
///
[TaskParameter(Optional = true)]
public string Build { get; set; }
///
/// The URL for a running continuous integration job.
///
[TaskParameter(Optional = true)]
public string BuildURL { get; set; }
///
/// Whether to set the IS_LICENSEE_VERSION flag to true.
///
[TaskParameter(Optional = true)]
public bool Licensee { get; set; }
///
/// Whether to set the ENGINE_IS_PROMOTED_BUILD flag to true.
///
[TaskParameter(Optional = true)]
public bool Promoted { get; set; } = true;
///
/// If set, do not write to the files -- just return the version files that would be updated. Useful for local builds.
///
[TaskParameter(Optional = true)]
public bool SkipWrite { get; set; }
///
/// Tag to be applied to build products of this task.
///
[TaskParameter(Optional = true, ValidationType = TaskParameterValidationType.TagList)]
public string Tag { get; set; }
}
///
/// Updates the local version files (Engine/Source/Runtime/Launch/Resources/Version.h, Engine/Build/Build.version, and Engine/Source/Programs/Shared/Metadata.cs) with the given version information.
///
[TaskElement("SetVersion", typeof(SetVersionTaskParameters))]
public class SetVersionTask : BgTaskImpl
{
readonly SetVersionTaskParameters _parameters;
///
/// Construct a version task
///
/// Parameters for this task
public SetVersionTask(SetVersionTaskParameters parameters)
{
_parameters = parameters;
}
///
/// ExecuteAsync the task.
///
/// Information about the current job
/// Set of build products produced by this node.
/// Mapping from tag names to the set of files they include
public override Task ExecuteAsync(JobContext job, HashSet buildProducts, Dictionary> tagNameToFileSet)
{
// Update the version files
List versionFiles = UnrealBuild.StaticUpdateVersionFiles(_parameters.Change, _parameters.CompatibleChange, _parameters.Branch, _parameters.Build, _parameters.BuildURL, _parameters.Licensee, _parameters.Promoted, !_parameters.SkipWrite);
// Apply the optional tag to them
foreach (string tagName in FindTagNamesFromList(_parameters.Tag))
{
FindOrAddTagSet(tagNameToFileSet, tagName).UnionWith(versionFiles);
}
// Add them to the list of build products
buildProducts.UnionWith(versionFiles);
return Task.CompletedTask;
}
///
/// Output this task out to an XML writer.
///
public override void Write(XmlWriter writer)
{
Write(writer, _parameters);
}
///
/// Find all the tags which are used as inputs to this task
///
/// The tag names which are read by this task
public override IEnumerable FindConsumedTagNames()
{
yield break;
}
///
/// Find all the tags which are modified by this task
///
/// The tag names which are modified by this task
public override IEnumerable FindProducedTagNames()
{
return FindTagNamesFromList(_parameters.Tag);
}
}
///
/// Task wrapper methods
///
public static partial class StandardTasks
{
///
/// ExecuteAsync a task instance
///
///
///
public static async Task ExecuteAsync(BgTaskImpl task)
{
HashSet buildProducts = new HashSet();
await task.ExecuteAsync(new JobContext(null!, null!), buildProducts, new Dictionary>());
return FileSet.FromFiles(Unreal.RootDirectory, buildProducts);
}
///
/// Updates the current engine version
///
public static async Task SetVersionAsync(int change, string branch, int? compatibleChange = null, string build = null, string buildUrl = null, bool? licensee = null, bool? promoted = null, bool? skipWrite = null)
{
SetVersionTaskParameters parameters = new SetVersionTaskParameters();
parameters.Change = change;
parameters.CompatibleChange = compatibleChange ?? parameters.CompatibleChange;
parameters.Branch = branch ?? parameters.Branch;
parameters.Build = build ?? parameters.Build;
parameters.BuildURL = buildUrl ?? parameters.BuildURL;
parameters.Licensee = licensee ?? parameters.Licensee;
parameters.Promoted = promoted ?? parameters.Promoted;
parameters.SkipWrite = skipWrite ?? parameters.SkipWrite;
return await ExecuteAsync(new SetVersionTask(parameters));
}
}
}