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