Files
UnrealEngine/Engine/Source/Programs/AutomationTool/BuildGraph/Tasks/SymStoreTask.cs
2025-05-18 13:04:45 +08:00

167 lines
5.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using System.Xml;
using EpicGames.Core;
using Microsoft.Extensions.Logging;
using UnrealBuildBase;
using UnrealBuildTool;
namespace AutomationTool.Tasks
{
/// <summary>
/// Parameters for a task that uploads symbols to a symbol server
/// </summary>
public class SymStoreTaskParameters
{
/// <summary>
/// The platform toolchain required to handle symbol files.
/// </summary>
[TaskParameter]
public UnrealTargetPlatform Platform { get; set; }
/// <summary>
/// List of output files. PDBs will be extracted from this list.
/// </summary>
[TaskParameter]
public string Files { get; set; }
/// <summary>
/// Output directory for the compressed symbols.
/// </summary>
[TaskParameter]
public string StoreDir { get; set; }
/// <summary>
/// Name of the product for the symbol store records.
/// </summary>
[TaskParameter]
public string Product { get; set; }
/// <summary>
/// Name of the Branch to base all the depot source files from.
/// Used when IndexSources is true (may be used only on some platforms).
/// </summary>
[TaskParameter(Optional = true)]
public string Branch { get; set; }
/// <summary>
/// Changelist to which all the depot source files have been synced to.
/// Used when IndexSources is true (may be used only on some platforms).
/// </summary>
[TaskParameter(Optional = true)]
public int Change { get; set; }
/// <summary>
/// BuildVersion associated with these symbols. Used for clean-up in AgeStore by matching this version against a directory name in a build share.
/// </summary>
[TaskParameter(Optional = true)]
public string BuildVersion { get; set; }
/// <summary>
/// Whether to include the source code index in the uploaded symbols.
/// When enabled, the task will generate data required by a source server (only some platforms and source control servers are supported).
/// The source server allows debuggers to automatically fetch the matching source code when debbugging builds or analyzing dumps.
/// </summary>
[TaskParameter(Optional = true)]
public bool IndexSources { get; set; } = false;
/// <summary>
/// Filter for the depot source files that are to be indexed.
/// It's a semicolon-separated list of perforce filter e.g. Engine/....cpp;Engine/....h.
/// It may also be a name of a previously defined tag e.g. "#SourceFiles
/// Used when IndexSources is true (may be used only on some platforms).
/// </summary>
[TaskParameter(Optional = true)]
public string SourceFiles { get; set; }
}
/// <summary>
/// Task that strips symbols from a set of files.
/// </summary>
[TaskElement("SymStore", typeof(SymStoreTaskParameters))]
public class SymStoreTask : BgTaskImpl
{
/// <summary>
/// Parameters for this task
/// </summary>
readonly SymStoreTaskParameters _parameters;
/// <summary>
/// Construct a spawn task
/// </summary>
/// <param name="parameters">Parameters for the task</param>
public SymStoreTask(SymStoreTaskParameters parameters)
{
_parameters = parameters;
}
/// <summary>
/// ExecuteAsync the task.
/// </summary>
/// <param name="job">Information about the current job</param>
/// <param name="buildProducts">Set of build products produced by this node.</param>
/// <param name="tagNameToFileSet">Mapping from tag names to the set of files they include</param>
public override Task ExecuteAsync(JobContext job, HashSet<FileReference> buildProducts, Dictionary<string, HashSet<FileReference>> tagNameToFileSet)
{
// Find the matching files
List<FileReference> files = ResolveFilespec(Unreal.RootDirectory, _parameters.Files, tagNameToFileSet).ToList();
// Get the symbol store directory
DirectoryReference storeDir = ResolveDirectory(_parameters.StoreDir);
// Take the lock before accessing the symbol server, if required by the platform
Platform targetPlatform = Platform.GetPlatform(_parameters.Platform);
List<FileReference> sourceFiles = new List<FileReference>();
if (_parameters.IndexSources && targetPlatform.SymbolServerSourceIndexingRequiresListOfSourceFiles)
{
Logger.LogInformation("Discovering source code files...");
sourceFiles = ResolveFilespec(Unreal.RootDirectory, _parameters.SourceFiles, tagNameToFileSet).ToList();
}
CommandUtils.OptionallyTakeLock(targetPlatform.SymbolServerRequiresLock, storeDir, TimeSpan.FromMinutes(60), () =>
{
if (!targetPlatform.PublishSymbols(storeDir, files, _parameters.IndexSources, sourceFiles,
_parameters.Product, _parameters.Branch, _parameters.Change, _parameters.BuildVersion))
{
throw new AutomationException("Failure publishing symbol files.");
}
});
return Task.CompletedTask;
}
/// <summary>
/// Output this task out to an XML writer.
/// </summary>
public override void Write(XmlWriter writer)
{
Write(writer, _parameters);
}
/// <summary>
/// Find all the tags which are used as inputs to this task
/// </summary>
/// <returns>The tag names which are read by this task</returns>
public override IEnumerable<string> FindConsumedTagNames()
{
return FindTagNamesFromFilespec(_parameters.Files);
}
/// <summary>
/// Find all the tags which are modified by this task
/// </summary>
/// <returns>The tag names which are modified by this task</returns>
public override IEnumerable<string> FindProducedTagNames()
{
yield break;
}
}
}