void FCollectionContextMenu::UpdateProjectSourceControl() { // Force update of source control so that we're always showing the valid options bProjectUnderSourceControl = false; if(ISourceControlModule::Get().IsEnabled() && ISourceControlModule::Get().GetProvider().IsAvailable() && FPaths::IsProjectFilePathSet()) { FSourceControlStatePtr SourceControlState = ISourceControlModule::Get().GetProvider().GetState(FPaths::GetProjectFilePath(), EStateCacheUsage::ForceUpdate); bProjectUnderSourceControl = (SourceControlState->IsSourceControlled() && !SourceControlState->IsIgnored() && !SourceControlState->IsUnknown()); } }
void FAssetFixUpRedirectors::LoadReferencingPackages(TArray<FRedirectorRefs>& RedirectorsToFix, TArray<UPackage*>& OutReferencingPackagesToSave) const { FScopedSlowTask SlowTask( RedirectorsToFix.Num(), LOCTEXT( "LoadingReferencingPackages", "Loading Referencing Packages..." ) ); SlowTask.MakeDialog(); ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); // Load all packages that reference each redirector, if possible for ( auto RedirectorRefsIt = RedirectorsToFix.CreateIterator(); RedirectorRefsIt; ++RedirectorRefsIt ) { SlowTask.EnterProgressFrame(1); FRedirectorRefs& RedirectorRefs = *RedirectorRefsIt; if ( ISourceControlModule::Get().IsEnabled() ) { FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(RedirectorRefs.Redirector->GetOutermost(), EStateCacheUsage::Use); const bool bValidSCCState = !SourceControlState.IsValid() || SourceControlState->IsAdded() || SourceControlState->IsCheckedOut() || SourceControlState->CanCheckout() || !SourceControlState->IsSourceControlled() || SourceControlState->IsIgnored(); if ( !bValidSCCState ) { RedirectorRefs.bRedirectorValidForFixup = false; RedirectorRefs.FailureReason = LOCTEXT("RedirectorFixupFailed_BadSCC", "Redirector could not be checked out or marked for delete"); } } // Load all referencers for ( auto PackageNameIt = RedirectorRefs.ReferencingPackageNames.CreateConstIterator(); PackageNameIt; ++PackageNameIt ) { const FString PackageName = (*PackageNameIt).ToString(); // Find the package in memory. If it is not in memory, try to load it UPackage* Package = FindPackage(NULL, *PackageName); if ( !Package ) { Package = LoadPackage(NULL, *PackageName, LOAD_None); } if ( Package ) { if ( Package->PackageFlags & PKG_CompiledIn ) { // This is a script reference RedirectorRefs.bRedirectorValidForFixup = false; RedirectorRefs.FailureReason = FText::Format(LOCTEXT("RedirectorFixupFailed_CodeReference", "Redirector is referenced by code. Package: {0}"), FText::FromString(PackageName)); } else { // If we found a valid package, mark it for save OutReferencingPackagesToSave.AddUnique(Package); } } } } }
/** * Helper method to submit packages to source control as part of the automated build process * * @param InPkgsToSubmit Set of packages which should be submitted to source control * @param BuildSettings Build settings used during the automated build */ void FEditorBuildUtils::SubmitPackagesForAutomatedBuild( const TSet<UPackage*>& InPkgsToSubmit, const FEditorAutomatedBuildSettings& BuildSettings ) { TArray<FString> LevelsToAdd; TArray<FString> LevelsToSubmit; ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); // first update the status of the packages SourceControlProvider.Execute(ISourceControlOperation::Create<FUpdateStatus>(), SourceControlHelpers::PackageFilenames(InPkgsToSubmit.Array())); // Iterate over the set of packages to submit, determining if they need to be checked in or // added to the depot for the first time for ( TSet<UPackage*>::TConstIterator PkgIter( InPkgsToSubmit ); PkgIter; ++PkgIter ) { const UPackage* CurPkg = *PkgIter; const FString PkgName = CurPkg->GetName(); const FString PkgFileName = SourceControlHelpers::PackageFilename(CurPkg); FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPkg, EStateCacheUsage::ForceUpdate); if(SourceControlState.IsValid()) { if ( SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() ) { LevelsToSubmit.Add( PkgFileName ); } else if ( BuildSettings.bAutoAddNewFiles && !SourceControlState->IsSourceControlled() && !SourceControlState->IsIgnored() ) { LevelsToSubmit.Add( PkgFileName ); LevelsToAdd.Add( PkgFileName ); } } } // Then, if we've also opted to check in any packages, iterate over that list as well if(BuildSettings.bCheckInPackages) { TArray<FString> PackageNames = BuildSettings.PackagesToCheckIn; for ( TArray<FString>::TConstIterator PkgIterName(PackageNames); PkgIterName; PkgIterName++ ) { const FString& PkgName = *PkgIterName; const FString PkgFileName = SourceControlHelpers::PackageFilename(PkgName); FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(PkgFileName, EStateCacheUsage::ForceUpdate); if(SourceControlState.IsValid()) { if ( SourceControlState->IsCheckedOut() || SourceControlState->IsAdded() ) { LevelsToSubmit.Add( PkgFileName ); } else if ( !SourceControlState->IsSourceControlled() && !SourceControlState->IsIgnored() ) { // note we add the files we need to add to the submit list as well LevelsToSubmit.Add( PkgFileName ); LevelsToAdd.Add( PkgFileName ); } } } } // first add files that need to be added SourceControlProvider.Execute( ISourceControlOperation::Create<FMarkForAdd>(), LevelsToAdd, EConcurrency::Synchronous ); // Now check in all the changes, including the files we added above TSharedRef<FCheckIn, ESPMode::ThreadSafe> CheckInOperation = StaticCastSharedRef<FCheckIn>(ISourceControlOperation::Create<FCheckIn>()); CheckInOperation->SetDescription(NSLOCTEXT("UnrealEd", "AutomatedBuild_AutomaticSubmission", "[Automatic Submission]")); SourceControlProvider.Execute( CheckInOperation, LevelsToSubmit, EConcurrency::Synchronous ); }
/** * Helper method designed to perform the necessary preparations required to complete an automated editor build * * @param BuildSettings Build settings that will be used for the editor build * @param OutPkgsToSubmit Set of packages that need to be saved and submitted after a successful build * @param OutErrorMessages Errors that resulted from the preparation (may or may not force the build to stop, depending on build settings) * * @return true if the preparation was successful and the build should continue; false if the preparation failed and the build should be aborted */ bool FEditorBuildUtils::PrepForAutomatedBuild( const FEditorAutomatedBuildSettings& BuildSettings, TSet<UPackage*>& OutPkgsToSubmit, FText& OutErrorMessages ) { // Assume the preparation is successful to start bool bBuildSuccessful = true; OutPkgsToSubmit.Empty(); ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider(); // Source control is required for the automated build, so ensure that SCC support is compiled in and // that the server is enabled and available for use if ( !ISourceControlModule::Get().IsEnabled() || !SourceControlProvider.IsAvailable() ) { bBuildSuccessful = false; LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_SCCError", "Cannot connect to source control; automated build aborted."), OutErrorMessages ); } // Empty changelists aren't allowed; abort the build if one wasn't provided if ( bBuildSuccessful && BuildSettings.ChangeDescription.Len() == 0 ) { bBuildSuccessful = false; LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoCLDesc", "A changelist description must be provided; automated build aborted."), OutErrorMessages ); } TArray<UPackage*> PreviouslySavedWorldPackages; TArray<UPackage*> PackagesToCheckout; TArray<ULevel*> LevelsToSave; if ( bBuildSuccessful ) { TArray<UWorld*> AllWorlds; FString UnsavedWorlds; EditorLevelUtils::GetWorlds( GWorld, AllWorlds, true ); // Check all of the worlds that will be built to ensure they have been saved before and have a filename // associated with them. If they don't, they won't be able to be submitted to source control. FString CurWorldPkgFileName; for ( TArray<UWorld*>::TConstIterator WorldIter( AllWorlds ); WorldIter; ++WorldIter ) { const UWorld* CurWorld = *WorldIter; check( CurWorld ); UPackage* CurWorldPackage = CurWorld->GetOutermost(); check( CurWorldPackage ); if ( FPackageName::DoesPackageExist( CurWorldPackage->GetName(), NULL, &CurWorldPkgFileName ) ) { PreviouslySavedWorldPackages.AddUnique( CurWorldPackage ); // Add all packages which have a corresponding file to the set of packages to submit for now. As preparation continues // any packages that can't be submitted due to some error will be removed. OutPkgsToSubmit.Add( CurWorldPackage ); } else { UnsavedWorlds += FString::Printf( TEXT("%s\n"), *CurWorldPackage->GetName() ); } } // If any of the worlds haven't been saved before, process the build setting's behavior to see if the build // should proceed or not if ( UnsavedWorlds.Len() > 0 ) { bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.NewMapBehavior, FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsavedMap", "The following levels have never been saved before and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(UnsavedWorlds) ), OutErrorMessages ); } } // Load the asset tools module FAssetToolsModule& AssetToolsModule = FModuleManager::GetModuleChecked<FAssetToolsModule>("AssetTools"); if ( bBuildSuccessful ) { // Update the source control status of any relevant world packages in order to determine which need to be // checked out, added to the depot, etc. SourceControlProvider.Execute( ISourceControlOperation::Create<FUpdateStatus>(), SourceControlHelpers::PackageFilenames(PreviouslySavedWorldPackages) ); FString PkgsThatCantBeCheckedOut; for ( TArray<UPackage*>::TConstIterator PkgIter( PreviouslySavedWorldPackages ); PkgIter; ++PkgIter ) { UPackage* CurPackage = *PkgIter; const FString CurPkgName = CurPackage->GetName(); FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPackage, EStateCacheUsage::ForceUpdate); if( !SourceControlState.IsValid() || (!SourceControlState->IsSourceControlled() && !SourceControlState->IsUnknown() && !SourceControlState->IsIgnored())) { FString CurFilename; if ( FPackageName::DoesPackageExist( CurPkgName, NULL, &CurFilename ) ) { if ( IFileManager::Get().IsReadOnly( *CurFilename ) ) { PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName ); OutPkgsToSubmit.Remove( CurPackage ); } } } else if(SourceControlState->CanCheckout()) { PackagesToCheckout.Add( CurPackage ); } else { PkgsThatCantBeCheckedOut += FString::Printf( TEXT("%s\n"), *CurPkgName ); OutPkgsToSubmit.Remove( CurPackage ); } } // If any of the packages can't be checked out or are read-only, process the build setting's behavior to see if the build // should proceed or not if ( PkgsThatCantBeCheckedOut.Len() > 0 ) { bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.UnableToCheckoutFilesBehavior, FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_UnsaveableFiles", "The following assets cannot be checked out of source control (or are read-only) and cannot be submitted:\n\n{0}\n\nAttempt to continue the build?"), FText::FromString(PkgsThatCantBeCheckedOut) ), OutErrorMessages ); } } if ( bBuildSuccessful ) { // Check out all of the packages from source control that need to be checked out if ( PackagesToCheckout.Num() > 0 ) { TArray<FString> PackageFilenames = SourceControlHelpers::PackageFilenames(PackagesToCheckout); SourceControlProvider.Execute( ISourceControlOperation::Create<FCheckOut>(), PackageFilenames ); // Update the package status of the packages that were just checked out to confirm that they // were actually checked out correctly SourceControlProvider.Execute( ISourceControlOperation::Create<FUpdateStatus>(), PackageFilenames ); FString FilesThatFailedCheckout; for ( TArray<UPackage*>::TConstIterator CheckedOutIter( PackagesToCheckout ); CheckedOutIter; ++CheckedOutIter ) { UPackage* CurPkg = *CheckedOutIter; FSourceControlStatePtr SourceControlState = SourceControlProvider.GetState(CurPkg, EStateCacheUsage::ForceUpdate); // If any of the packages failed to check out, remove them from the set of packages to submit if ( !SourceControlState.IsValid() || (!SourceControlState->IsCheckedOut() && !SourceControlState->IsAdded() && SourceControlState->IsSourceControlled()) ) { FilesThatFailedCheckout += FString::Printf( TEXT("%s\n"), *CurPkg->GetName() ); OutPkgsToSubmit.Remove( CurPkg ); } } // If any of the packages failed to check out correctly, process the build setting's behavior to see if the build // should proceed or not if ( FilesThatFailedCheckout.Len() > 0 ) { bBuildSuccessful = ProcessAutomatedBuildBehavior( BuildSettings.UnableToCheckoutFilesBehavior, FText::Format( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_FilesFailedCheckout", "The following assets failed to checkout of source control and cannot be submitted:\n{0}\n\nAttempt to continue the build?"), FText::FromString(FilesThatFailedCheckout)), OutErrorMessages ); } } } // Verify there are still actually any packages left to submit. If there aren't, abort the build and warn the user of the situation. if ( bBuildSuccessful ) { bBuildSuccessful = OutPkgsToSubmit.Num() > 0; if ( !bBuildSuccessful ) { LogErrorMessage( NSLOCTEXT("UnrealEd", "AutomatedBuild_Error_NoValidLevels", "None of the current levels are valid for submission; automated build aborted."), OutErrorMessages ); } } // If the build is safe to commence, force all of the levels visible to make sure the build operates correctly if ( bBuildSuccessful ) { bool bVisibilityToggled = false; if ( !FLevelUtils::IsLevelVisible( GWorld->PersistentLevel ) ) { EditorLevelUtils::SetLevelVisibility( GWorld->PersistentLevel, true, false ); bVisibilityToggled = true; } for ( TArray<ULevelStreaming*>::TConstIterator LevelIter( GWorld->StreamingLevels ); LevelIter; ++LevelIter ) { ULevelStreaming* CurStreamingLevel = *LevelIter; if ( CurStreamingLevel && !FLevelUtils::IsLevelVisible( CurStreamingLevel ) ) { CurStreamingLevel->bShouldBeVisibleInEditor = true; bVisibilityToggled = true; } } if ( bVisibilityToggled ) { GWorld->FlushLevelStreaming(); } } return bBuildSuccessful; }