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Merge pull request #119 from spatialos/preview
preview > release
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.buildkite/nightly.definition.yaml

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agent_queue_id: trigger-pipelines
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description: Nightly build and deployment of Unreal Example project
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github:
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branch_configuration: []
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default_branch: master
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pull_request_branch_filter_configuration: []
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teams:
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- name: Everyone
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permission: BUILD_AND_READ
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- name: gbu/develop/unreal
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permission: MANAGE_BUILD_AND_READ

.buildkite/nightly.steps.yaml

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script_runner: &script_runner
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agents:
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- "agent_count=8"
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- "capable_of_building=platform"
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- "environment=production"
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- "machine_type=quarter"
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- "permission_set=builder"
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- "platform=linux"
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- "queue=${CI_LINUX_BUILDER_QUEUE:-v3-1572524284-e64831bf1e88b227-------z}"
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- "scaler_version=2"
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- "working_hours_time_zone=london"
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common: &common
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agents:
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- "agent_count=1"
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- "capable_of_building=gdk-for-unreal"
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- "environment=production"
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- "machine_type=quad"
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- "permission_set=builder"
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- "platform=windows"
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- "scaler_version=2"
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- "queue=${CI_WINDOWS_BUILDER_QUEUE:-v4-2019-11-07-bk3700-fbffad576b9676d7}" # Has FASTbuild disabled
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timeout_in_minutes: 60 # TODO(ENG-548): reduce timeout once agent-cold-start is optimised.
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retry:
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automatic:
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# This is designed to trap and retry failures because agent lost connection. Agent exits with -1 in this case.
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- exit_status: -1
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limit: 3
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plugins:
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- ca-johnson/taskkill#v4.1: ~
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# NOTE: step labels turn into commit-status names like {org}/{repo}/{pipeline}/{step-label}, lower-case and hyphenated.
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# These are then relied on to have stable names by other things, so once named, please beware renaming has consequences.
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steps:
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- label: "generate-pipeline-steps"
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commands:
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- "chmod -R +rwx ci"
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- "ci/generate-pipeline-steps.sh"
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env:
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ENGINE_VERSION: "${ENGINE_VERSION}"
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<<: *script_runner
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- wait
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- label: "slack-notify"
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if: build.env("SLACK_NOTIFY") == "true" || build.branch == "master"
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command: "powershell -NoProfile -NonInteractive -InputFormat Text -Command ./ci/slack-notify.ps1"
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<<: *common # This folds the YAML named anchor into this step. Overrides, if any, should follow, not precede.

FindEngine.bat

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@@ -7,7 +7,7 @@ set UNREAL_ENGINE=""
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set UPROJECT=""
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rem First find the .uproject
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for /f "delims=" %%A in (' powershell -Command "Get-ChildItem %~dp0 -Depth 1 -Filter *.uproject -File | %% {$_.FullName}" ') do set UPROJECT="%%A"
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for /f "delims=" %%A in (' powershell -Command "Get-ChildItem '%~dp0' -Depth 1 -Filter *.uproject -File | %% {$_.FullName}" ') do set UPROJECT="%%A"
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if %UPROJECT%=="" (
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echo Error: Could not find uproject. Please make sure you have passed in the project directory correctly.
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echo Using uproject: %UPROJECT%
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rem Get the Engine association from the uproject.
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for /f "delims=" %%A in (' powershell -Command "(Get-Content %UPROJECT% | ConvertFrom-Json).EngineAssociation" ') do set ENGINE_ASSOCIATION=%%A
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for /f "delims=" %%A in (' powershell -Command "(Get-Content '%UPROJECT%' | ConvertFrom-Json).EngineAssociation" ') do set ENGINE_ASSOCIATION=%%A
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echo Engine association for uproject is: %ENGINE_ASSOCIATION%
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Game/Config/DefaultSpatialGDKEditorSettings.ini

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bGenerateDefaultLaunchConfig=True
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bStopSpatialOnExit=False
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SpatialOSSnapshotFile=default.snapshot
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LaunchConfigDesc=(Template="w2_r0500_e5",World=(Dimensions=(X=2000,Y=2000),ChunkEdgeLengthMeters=5,StreamingQueryIntervalSeconds=4,SnapshotWritePeriodSeconds=0,LegacyFlags=(("bridge_qos_max_timeout", "0"),("bridge_soft_handover_enabled", "false"),("enable_chunk_interest", "false")),LegacyJavaParams=()),ServerWorkers=((WorkerTypeName="UnrealWorker")))
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LaunchConfigDesc=(Template="w2_r0500_e5",World=(Dimensions=(X=2000,Y=2000),ChunkEdgeLengthMeters=5,SnapshotWritePeriodSeconds=0,LegacyFlags=(("bridge_qos_max_timeout", "0"),("bridge_soft_handover_enabled", "false")),LegacyJavaParams=()),ServerWorkers=((WorkerTypeName="UnrealWorker")))
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bGeneratePlaceholderEntitiesInSnapshot=True
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Game/Config/DefaultSpatialGDKSettings.ini

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bEnableHandover=True
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MaxNetCullDistanceSquared=900000000.000000
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QueuedIncomingRPCWaitTime=1.000000
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bUsingQBI=True
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PositionUpdateFrequency=1.000000
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PositionDistanceThreshold=100.000000
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bEnableMetrics=True
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bEnableOffloading=False
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ActorGroups=()
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ServerWorkerTypes=("UnrealWorker")
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ServicesRegion=Default
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