// 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
{
///
/// Parameters for a task that uploads symbols to a symbol server
///
public class SymStoreTaskParameters
{
///
/// The platform toolchain required to handle symbol files.
///
[TaskParameter]
public UnrealTargetPlatform Platform { get; set; }
///
/// List of output files. PDBs will be extracted from this list.
///
[TaskParameter]
public string Files { get; set; }
///
/// Output directory for the compressed symbols.
///
[TaskParameter]
public string StoreDir { get; set; }
///
/// Name of the product for the symbol store records.
///
[TaskParameter]
public string Product { get; set; }
///
/// Name of the Branch to base all the depot source files from.
/// Used when IndexSources is true (may be used only on some platforms).
///
[TaskParameter(Optional = true)]
public string Branch { get; set; }
///
/// Changelist to which all the depot source files have been synced to.
/// Used when IndexSources is true (may be used only on some platforms).
///
[TaskParameter(Optional = true)]
public int Change { get; set; }
///
/// BuildVersion associated with these symbols. Used for clean-up in AgeStore by matching this version against a directory name in a build share.
///
[TaskParameter(Optional = true)]
public string BuildVersion { get; set; }
///
/// 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.
///
[TaskParameter(Optional = true)]
public bool IndexSources { get; set; } = false;
///
/// 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).
///
[TaskParameter(Optional = true)]
public string SourceFiles { get; set; }
///
/// List of file path mappings to be applied during source indexing. It is needed only when using VFS (Virtual File System)
/// feature when compiling the binary. VFS replaces the real local paths used with standardized paths like Z:\UEVFS\...
/// Since these virtualized paths don't match paths used by the local workspace, we need to map them manually so that
/// paths in object files/symbols matched the data we have in source indexing.
/// It's a semicolon-separated list of path assignments e.g.
/// "[Root]\Samples\Games\SampleGame=Z:\UEVFS\SampleGame;[Root]=Z:\UEVFS\Root"
///
/// [Root] will be replaced with Unreal.RootDirectory.
/// You need to ensure that the mapping used here matches the conventions used by Unreal Build Tool.
/// We may improve it in the future but current the VFS mapping used during compilation is not available outside of UBT.
///
[TaskParameter(Optional = true)]
public string VFSMapping { get; set; }
}
///
/// Task that strips symbols from a set of files.
///
[TaskElement("SymStore", typeof(SymStoreTaskParameters))]
public class SymStoreTask : BgTaskImpl
{
///
/// Parameters for this task
///
readonly SymStoreTaskParameters _parameters;
///
/// Construct a spawn task
///
/// Parameters for the task
public SymStoreTask(SymStoreTaskParameters 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)
{
// Find the matching files
HashSet files = ResolveFilespec(Unreal.RootDirectory, _parameters.Files, tagNameToFileSet);
// 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 sourceFiles = new List();
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), () =>
{
// symstore has issues with processing same file in multiple folders, so run multiple passes with only unique filenames
bool anyError = false;
while (files.Count > 0)
{
List publishFiles = files.DistinctBy(x => x.GetFileName().ToUpperInvariant()).ToList();
files = [.. files.Except(publishFiles)];
if (!targetPlatform.PublishSymbols(storeDir, publishFiles, _parameters.IndexSources, sourceFiles,
_parameters.Product, _parameters.Branch, _parameters.Change, _parameters.BuildVersion, _parameters.VFSMapping))
{
anyError = true;
}
}
if (anyError)
{
throw new AutomationException("Failure publishing symbol files.");
}
});
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()
{
return FindTagNamesFromFilespec(_parameters.Files);
}
///
/// Find all the tags which are modified by this task
///
/// The tag names which are modified by this task
public override IEnumerable FindProducedTagNames()
{
yield break;
}
}
}