78 lines
2.9 KiB
C#
78 lines
2.9 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using AutomationTool;
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using EpicGames.Core;
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using System;
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using System.Diagnostics;
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using System.Threading;
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using Microsoft.Extensions.Logging;
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namespace AutomationScripts.Automation
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{
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[Help("Execute a World Partition builder")]
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[Help("Builder=<Name>", "Name of the builder to run")]
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[Help("CommandletArgs=<value>", "Arguments to provide to the builder commandlet")]
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[Help("Submit", "If the files modified by the builder should be submitted at the end of the process")]
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[Help("ShelveUser=<Name>", "If provided (along with -ShelveWorkspace, modified files will be shelved for the P4 User in the specified Workspace.")]
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[Help("ShelveWorkspace=<Name>", "If provided (along with -ShelveUser, modified files will be shelved for the P4 User in the specified Workspace.")]
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public class WorldPartitionBuilder : BuildCommand
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{
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public override void ExecuteBuild()
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{
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string Builder = ParseRequiredStringParam("Builder");
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string CommandletArgs = ParseOptionalStringParam("CommandletArgs");
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bool bSubmitResult = ParseParam("Submit");
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string SubmitTags = ParseOptionalStringParam("SubmitTags");
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string ShelveUser = ParseOptionalStringParam("ShelveUser");
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string ShelveWorkspace = ParseOptionalStringParam("ShelveWorkspace");
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bool bShelveResult = !String.IsNullOrEmpty(ShelveUser) && !String.IsNullOrEmpty(ShelveWorkspace);
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if (!P4Enabled && (bSubmitResult || bShelveResult))
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{
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Logger.LogError("P4 required to submit or shelve build results");
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return;
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}
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CommandletArgs = "-Builder=" + Builder + " " + CommandletArgs;
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if (bSubmitResult)
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{
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CommandletArgs += " -AutoSubmit";
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if (!String.IsNullOrEmpty(SubmitTags))
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{
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CommandletArgs += " -AutoSubmitTags=\"" + SubmitTags + "\"";
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}
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}
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FileReference ProjectPath = ParseProjectParam();
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// Execute the commandlet - Will throw an exception on failures
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RunCommandlet(ProjectPath, UnrealExe:null, "WorldPartitionBuilderCommandlet", CommandletArgs);
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if (bShelveResult)
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{
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Logger.LogInformation("### Shelving build results ###");
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// Create a new changelist and move all checked out files to it
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Logger.LogInformation("Creating pending changelist to shelve builder changes");
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int PendingCL = P4.CreateChange(P4Env.Client);
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P4.LogP4("", $"reopen -c {PendingCL} //...", AllowSpew: true);
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// Shelve changelist & revert changes
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Logger.LogInformation("Shelving changes...");
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P4.Shelve(PendingCL);
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Logger.LogInformation("Reverting local changes...");
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P4.Revert($"-w -c {PendingCL} //...");
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// Assign shelve to the provided user+workspace
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Logger.LogInformation("Changing ownership of CL {PendingCL} to user {ShelveUser}, workspace {ShelveWorkspace}", PendingCL, ShelveUser, ShelveWorkspace);
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P4.UpdateChange(PendingCL, ShelveUser, ShelveWorkspace, null, true);
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Logger.LogInformation("### Shelving completed ###");
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}
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}
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}
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}
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