-
Notifications
You must be signed in to change notification settings - Fork 30
Symlink the UnrealEngine to a static location #135
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
| [string] $project_name = "unreal_gdk" | ||
| [string] $project_name = "unreal_gdk", | ||
| [string] $build_home = (Get-Item "$($PSScriptRoot)").parent.parent.FullName, ## The root of the entire build. Should ultimately resolve to "C:\b\<number>\". | ||
| [string] $unreal_engine_symlink_dir = "$build_home\UnrealEngine" |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
do we need to make sure to clean up the symlink before / after each build?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Nah, we're just changing the symlink location, it's previous functionality was sufficient.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
yes, but now the symlink is outside of the folder that gets checked out and cleaned before each build. so that symlink won't get cleaned up, plus the GDK uses the same symlink location (we do clean it up there before each build btw)
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
This is a valid point, because the creation of the symlink will probably fail on a new build, since one could be present already. We can do a quick fix by just deleting the symlink before creating it (if it exists).
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
did this get addressed?
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Yeah, spoke offline/online, we delete the symlink before linking again, so should be fine
Because we were using the project directory to symlink the engine in this script, the location of the fastbuild database was changing for each project that ran a build on a single agent.
Fastbuild databases are not meant to be moved as they are path maps, doing so causes the build to fail.
In the UnrealGDK we symlink the UnrealEngine to a static location that doesn't include the project name, I have replicated this here.
We did not notice this issue before as the various CI pipelines were using different build queues and thus the same agents were not used.
Build: https://buildkite.com/improbable/unrealgdkexampleproject-nightly/builds/876
Equivalent GDK PR: spatialos/UnrealGDK#1962
Equivalent TestGyms PR: https://github.com/improbable/TestGymBuildKite/pull/52