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C# BranchInfo类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中BranchInfo的典型用法代码示例。如果您正苦于以下问题:C# BranchInfo类的具体用法?C# BranchInfo怎么用?C# BranchInfo使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



BranchInfo类属于命名空间,在下文中一共展示了BranchInfo类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: BranchInfoActor

        public BranchInfoActor()
        {
            Receive<GetBranchInfo>(message =>
            {
                Logger.WriteLine($"Starting Branch info {message.DirPath} -> {message.BranchName}");
                using (var repository = new Repository(message.RepositoryPath))
                {
                    var branch = repository.Branches[message.BranchName];
                    var branchLastCommit = branch.Tip;
                    var branchInfo = new BranchInfo
                    {
                        Name = branch.Name,
                        CommitterDate = branchLastCommit.Committer.When,
                        CommitterName = branchLastCommit.Committer.Name,
                        CommitterEmail = branchLastCommit.Committer.Email,
                        Message = branchLastCommit.Message,
                        Sha = branchLastCommit.Sha,
                    };

                    var repoAndBranchInfo = new RepoAndBranchInfo(message.DirPath, branchInfo);

                    Context.ActorSelection(ActorSelectionRouting.BranchInfoAggregationActorPath)
                        .Tell(new RepositoryAndBranchInfo(repoAndBranchInfo));

                }
            });
        }
开发者ID:CBurbidge,项目名称:ShamefulOldGit,代码行数:27,代码来源:BranchInfoActor.cs


示例2: Reset

        public void Reset(BranchInfo branch)
        {
            string strAblagePath = this.Convention.GetAblagePath(branch);

            if(this.FileSystemAdapter.Exists(strAblagePath)) this.FileSystemAdapter.EmptyDirectory(strAblagePath);
            else this.FileSystemAdapter.CreateDirectory(strAblagePath);
        }
开发者ID:NiklausMaurer,项目名称:BranchingModule,代码行数:7,代码来源:AblageService.cs


示例3: BranchCoverageDetail

 public BranchCoverageDetail(BranchInfo branchInfo, int coveredTimes, BranchInfo targetLocation, int targetCoveredTimes, string type)
 {
     BranchInfo = branchInfo;
     CoveredTimes = coveredTimes;
     TargetLocation = targetLocation;
     this.targetCoveredTimes = targetCoveredTimes;
     Type = type;
 }
开发者ID:spati2,项目名称:ICSE-2011-Covana,代码行数:8,代码来源:BranchCoverageDetail.cs


示例4: BoundaryProblem

 public BoundaryProblem(string kind, string targetName, string message, BranchInfo flippedLocation, string flippedCondition)
 {
     Kind = kind;
     TargetName = targetName;
     Message = message;
     FlippedLocation = flippedLocation;
     FlippedCondition = flippedCondition;
 }
开发者ID:spati2,项目名称:ICSE-2011-Covana,代码行数:8,代码来源:IssueObserver.cs


示例5: GUBPBranchConfig

        public GUBPBranchConfig(IEnumerable<UnrealTargetPlatform> InHostPlatforms, string InBranchName, BranchInfo InBranch, GUBPBranchHacker.BranchOptions InBranchOptions, bool bInForceIncrementalCompile, JobInfo JobInfo)
		{
			HostPlatforms = new List<UnrealTargetPlatform>(InHostPlatforms);
			BranchName = InBranchName;
			Branch = InBranch;
			BranchOptions = InBranchOptions;
			bForceIncrementalCompile = bInForceIncrementalCompile;
			this.JobInfo = JobInfo;
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:9,代码来源:LegacyBranchSetup.cs


示例6: GUBPBranchConfig

		public GUBPBranchConfig(int InCL, IEnumerable<UnrealTargetPlatform> InHostPlatforms, string InBranchName, BranchInfo InBranch, GUBPBranchHacker.BranchOptions InBranchOptions, bool bInForceIncrementalCompile, bool bInPreflightBuild, string InPreflightMangleSuffix)
		{
			CL = InCL;
			HostPlatforms = new List<UnrealTargetPlatform>(InHostPlatforms);
			BranchName = InBranchName;
			Branch = InBranch;
			BranchOptions = InBranchOptions;
			bForceIncrementalCompile = bInForceIncrementalCompile;
			bPreflightBuild = bInPreflightBuild;
			PreflightMangleSuffix = InPreflightMangleSuffix;
		}
开发者ID:magetron,项目名称:UnrealEngine4-mod,代码行数:11,代码来源:LegacyBranchSetup.cs


示例7: InstallPackages

 public void InstallPackages(BranchInfo branch)
 {
     this.FileExecution.ExecuteInCmd(this.Settings.AdeNetExePath, string.Format("-workingdirectory {0} -deploy -development", this.Convention.GetLocalPath(branch)));
 }
开发者ID:NiklausMaurer,项目名称:BranchingModule,代码行数:4,代码来源:AdeNetExeAdapter.cs


示例8: DeployTestData

 public void DeployTestData(BranchInfo branch, string strConnectionString)
 {
     this.FileExecution.ExecuteInCmd(this.Settings.AdeNetExePath,
                                     string.Format(@"-workingdirectory {0} -dd Test {1} -development -connectionstring ""{2}""", this.Convention.GetLocalPath(branch), branch.TeamProject,
                                                   strConnectionString));
 }
开发者ID:NiklausMaurer,项目名称:BranchingModule,代码行数:6,代码来源:AdeNetExeAdapter.cs


示例9: FixupBranches

        internal void FixupBranches(BlobBuilder srcBuilder, BlobBuilder dstBuilder)
        {
            int srcOffset = 0;
            var branch = _branches[0];
            int branchIndex = 0;
            int blobOffset = 0;
            foreach (Blob blob in srcBuilder.GetBlobs())
            {
                Debug.Assert(blobOffset == 0 || blobOffset == 1 && blob.Buffer[blobOffset - 1] == 0xff);

                while (true)
                {
                    // copy bytes preceding the next branch, or till the end of the blob:
                    int chunkSize = Math.Min(branch.ILOffset - srcOffset, blob.Length - blobOffset);
                    dstBuilder.WriteBytes(blob.Buffer, blobOffset, chunkSize);
                    srcOffset += chunkSize;
                    blobOffset += chunkSize;

                    // there is no branch left in the blob:
                    if (blobOffset == blob.Length)
                    {
                        blobOffset = 0;
                        break;
                    }

                    Debug.Assert(blob.Buffer[blobOffset] == branch.ShortOpCode && (blobOffset + 1 == blob.Length || blob.Buffer[blobOffset + 1] == 0xff));
                    srcOffset += sizeof(byte) + sizeof(sbyte);

                    // write actual branch instruction:
                    int branchDistance;
                    if (branch.IsShortBranchDistance(_labels, out branchDistance))
                    {
                        dstBuilder.WriteByte(branch.ShortOpCode);
                        dstBuilder.WriteSByte((sbyte)branchDistance);
                    }
                    else
                    {
                        dstBuilder.WriteByte((byte)((ILOpCode)branch.ShortOpCode).GetLongBranch());
                        dstBuilder.WriteInt32(branchDistance);
                    }

                    // next branch:
                    branchIndex++;
                    if (branchIndex == _branches.Count)
                    {
                        branch = new BranchInfo(int.MaxValue, default(LabelHandle), 0);
                    }
                    else
                    {
                        branch = _branches[branchIndex];
                    }

                    // the branch starts at the very end and its operand is in the next blob:
                    if (blobOffset == blob.Length - 1)
                    {
                        blobOffset = 1;
                        break;
                    }

                    // skip fake branch instruction:
                    blobOffset += sizeof(byte) + sizeof(sbyte);
                }
            }
        }
开发者ID:Rookieek,项目名称:roslyn,代码行数:64,代码来源:BranchBuilder.cs


示例10: StaticGetFullName

 public static string StaticGetFullName(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, string InAggregateName)
 {
     return InGameProj.GameName + "_" + InAggregateName + StaticGetHostPlatformSuffix(InHostPlatform);
 }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:LegacyNodes.cs


示例11: UATTestNode

        public UATTestNode(GUBPBranchConfig BranchConfig, UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, string InTestName, string InUATCommandLine, string InAgentSharingGroup, bool InDependsOnEditor = true, List<UnrealTargetPlatform> InDependsOnCooked = null, float InECPriority = 0.0f)
            : base(InHostPlatform)
        {
            AgentSharingGroup = InAgentSharingGroup;
            ECPriority = InECPriority;
            GameProj = InGameProj;
            TestName = InTestName;
            UATCommandLine = InUATCommandLine;
            bool bWillCook = InUATCommandLine.IndexOf("-cook") >= 0;
            DependsOnEditor = InDependsOnEditor || bWillCook;
            if (InDependsOnCooked != null)
            {
                DependsOnCooked = InDependsOnCooked;
            }
            else
            {
                DependsOnCooked = new List<UnrealTargetPlatform>();
            }
            if (DependsOnEditor)
            {
                AddDependency(EditorAndToolsNode.StaticGetFullName(HostPlatform));
                if (GameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName)
                {
                    if (GameProj.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
                    {
                        AddDependency(EditorGameNode.StaticGetFullName(HostPlatform, GameProj));
                    }
                }
            }
            foreach (var Plat in DependsOnCooked)
            {
                AddDependency(GamePlatformCookedAndCompiledNode.StaticGetFullName(HostPlatform, GameProj, Plat));
            }         
           
            AddPseudodependency(WaitForTestShared.StaticGetFullName());
            // If the same test fails for the base engine, don't bother trying
            if (InGameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName)
            {
                if (BranchConfig.HasNode(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, TestName)))
                {
                    AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, InTestName));
                }
                else
                {
                    bool bFoundACook = false;
                    foreach (var Plat in DependsOnCooked)
                    {
                        var PlatTestName = "CookedGameTest_"  + Plat.ToString();
                        if (BranchConfig.HasNode(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, PlatTestName)))
                        {
                            AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, PlatTestName));
                            bFoundACook = true;
                        }
                    }

                    if (!bFoundACook && BranchConfig.HasNode(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, "EditorTest")))
                    {
                        AddPseudodependency(UATTestNode.StaticGetFullName(HostPlatform, BranchConfig.Branch.BaseEngineProject, "EditorTest"));
                    }

                }
            }

            if (InGameProj.GameName == BranchConfig.Branch.BaseEngineProject.GameName)
            {
                ECPriority = ECPriority + 1.0f;
            }
            if (UATCommandLine.IndexOf("-RunAutomationTests", StringComparison.InvariantCultureIgnoreCase) >= 0)
            {
                ECPriority = ECPriority - 4.0f;
                if (UATCommandLine.IndexOf("-EditorTest", StringComparison.InvariantCultureIgnoreCase) >= 0)
                {
                    ECPriority = ECPriority - 4.0f;
                }
            }
            else if (UATCommandLine.IndexOf("-EditorTest", StringComparison.InvariantCultureIgnoreCase) >= 0)
            {
                ECPriority = ECPriority + 2.0f;
            }

        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:81,代码来源:LegacyNodes.cs


示例12: FormalBuildTestNode

        public FormalBuildTestNode(GUBP.GUBPBranchConfig InBranchConfig,
            BranchInfo.BranchUProject InGameProj,
            UnrealTargetPlatform InHostPlatform,
            UnrealTargetPlatform InClientTargetPlatform,
            UnrealTargetConfiguration InClientConfig
            )
            : base(InHostPlatform)
        {
			BranchConfig = InBranchConfig;
            GameProj = InGameProj;
            ClientTargetPlatform = InClientTargetPlatform;
            ClientConfig = InClientConfig;
            GameOrClient = TargetRules.TargetType.Game;

            // verify we actually built these
            var WorkingGameProject = InGameProj;
            if (!WorkingGameProject.Properties.Targets.ContainsKey(TargetRules.TargetType.Editor))
            {
                // this is a codeless project, use the base project
                WorkingGameProject = BranchConfig.Branch.BaseEngineProject;
            }
            if (!WorkingGameProject.Properties.Targets.ContainsKey(GameOrClient))
            {
                throw new AutomationException("Can't make a game build for {0} because it doesn't have a {1} target.", WorkingGameProject.GameName, GameOrClient.ToString());
            }

            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform).Contains(ClientTargetPlatform))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString());
            }
            if (!WorkingGameProject.Properties.Targets[GameOrClient].Rules.GUBP_GetConfigs_MonolithicOnly(HostPlatform, ClientTargetPlatform).Contains(ClientConfig))
            {
                throw new AutomationException("Can't make a game/client build for {0} because we didn't build platform {1} config {2}.", WorkingGameProject.GameName, ClientTargetPlatform.ToString(), ClientConfig.ToString());
            }
            AddDependency(FormalBuildNode.StaticGetFullName(GameProj, HostPlatform, new List<UnrealTargetPlatform>() { ClientTargetPlatform }, InClientConfigs: new List<UnrealTargetConfiguration>() { ClientConfig }, InClientNotGame: GameOrClient == TargetRules.TargetType.Client));
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:36,代码来源:LegacyNodes.cs


示例13: GetMonolithicPlatformsForUProject

		public static List<UnrealTargetPlatform> GetMonolithicPlatformsForUProject(UnrealTargetPlatform HostPlatform, List<UnrealTargetPlatform> ActivePlatforms, BranchInfo.BranchUProject GameProj, bool bIncludeHostPlatform, bool bNoIOSOnPC)
		{
			UnrealTargetPlatform AltHostPlatform = GUBP.GetAltHostPlatform(HostPlatform);
			var Result = new List<UnrealTargetPlatform>();
			foreach (var Kind in BranchInfo.MonolithicKinds)
			{
				if (GameProj.Properties.Targets.ContainsKey(Kind))
				{
					var Target = GameProj.Properties.Targets[Kind];
					var Platforms = Target.Rules.GUBP_GetPlatforms_MonolithicOnly(HostPlatform);
					var AdditionalPlatforms = Target.Rules.GUBP_GetBuildOnlyPlatforms_MonolithicOnly(HostPlatform);
					var AllPlatforms = Platforms.Union(AdditionalPlatforms);
					foreach (var Plat in AllPlatforms)
					{
						if (bNoIOSOnPC && Plat == UnrealTargetPlatform.IOS && HostPlatform == UnrealTargetPlatform.Win64)
						{
							continue;
						}

						if (ActivePlatforms.Contains(Plat) && Target.Rules.SupportsPlatform(Plat) &&
							((Plat != HostPlatform && Plat != AltHostPlatform) || bIncludeHostPlatform))
						{
							Result.Add(Plat);
						}
					}
				}
			}
			return Result;
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:29,代码来源:LegacyNodes.cs


示例14: IsSample

		public static bool IsSample(GUBPBranchConfig BranchConfig, BranchInfo.BranchUProject GameProj)
		{
			return (GameProj.GameName != BranchConfig.Branch.BaseEngineProject.GameName && (GameProj.FilePath.Contains("Samples") || GameProj.FilePath.Contains("Templates")));
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:LegacyNodes.cs


示例15: GetArchiveDirectory

		public static string GetArchiveDirectory(GUBP.GUBPBranchConfig BranchConfig, BranchInfo.BranchUProject InGameProj, UnrealTargetPlatform InHostPlatform, List<UnrealTargetPlatform> InClientTargetPlatforms = null, List<UnrealTargetConfiguration> InClientConfigs = null, List<UnrealTargetPlatform> InServerTargetPlatforms = null, List<UnrealTargetConfiguration> InServerConfigs = null, bool InClientNotGame = false)
        {
            string BaseDir = TempStorage.ResolveSharedBuildDirectory(InGameProj.GameName);
            string NodeName = StaticGetFullName(InGameProj, InHostPlatform, InClientTargetPlatforms, InClientConfigs, InServerTargetPlatforms, InServerConfigs, InClientNotGame);
            string Inner = P4Env.BuildRootEscaped + "-CL-" + P4Env.ChangelistString + BranchConfig.JobInfo.GetPreflightSuffix();
            string ArchiveDirectory = CombinePaths(BaseDir, NodeName, Inner);
            return ArchiveDirectory;
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:8,代码来源:LegacyNodes.cs


示例16: HasPrecompiledTargets

		public static bool HasPrecompiledTargets(BranchInfo.BranchUProject Project, UnrealTargetPlatform HostPlatform, UnrealTargetPlatform TargetPlatform)
		{
            foreach(TargetRules.TargetType Kind in BranchInfo.MonolithicKinds)
            {
                if (Project.Properties.Targets.ContainsKey(Kind))
                {
                    SingleTargetProperties Target = Project.Properties.Targets[Kind];
					if(Target.Rules.GUBP_GetConfigsForPrecompiledBuilds_MonolithicOnly(HostPlatform, TargetPlatform).Any())
					{
						return true;
					}
				}
			}
			return false;
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:15,代码来源:LegacyNodes.cs


示例17: StaticGetArchivedHeadersPath

		public static string StaticGetArchivedHeadersPath(UnrealTargetPlatform HostPlatform, BranchInfo.BranchUProject GameProj, UnrealTargetPlatform TargetPlatform)
		{
			return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Precompiled", "Headers-" + StaticGetFullName(HostPlatform, GameProj, TargetPlatform) + ".zip");
    }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:LegacyNodes.cs


示例18: GameAggregateNode

        public GameAggregateNode(UnrealTargetPlatform InHostPlatform, BranchInfo.BranchUProject InGameProj, string InAggregateName, List<string> Dependencies)
            : base(InHostPlatform)
        {
            GameProj = InGameProj;
            AggregateName = InAggregateName;

            foreach (var Dep in Dependencies)
            {
                AddDependency(Dep);
            }
        }
开发者ID:frobro98,项目名称:UnrealSource,代码行数:11,代码来源:LegacyNodes.cs


示例19: StaticGetBuildDependenciesPath

		public static string StaticGetBuildDependenciesPath(UnrealTargetPlatform HostPlatform, BranchInfo.BranchUProject GameProj, UnrealTargetPlatform TargetPlatform)
	{
			return CommandUtils.CombinePaths(CommandUtils.CmdEnv.LocalRoot, "Engine", "Saved", "Precompiled", "BuildDependencies-" + StaticGetFullName(HostPlatform, GameProj, TargetPlatform) + ".xml");
		}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:4,代码来源:LegacyNodes.cs


示例20: Save

        public bool Save(BaseInfo baseInfo, PageMode.Mode pageMode, bool saveLog, BranchInfo.BranchType branchType)
        {
            ApplyContainerInfo info = (ApplyContainerInfo)baseInfo;
            switch (pageMode)
            {
                case PageMode.Mode.CREATE:
                    Insert(info);
                    break;
                case PageMode.Mode.VIEW:
                case PageMode.Mode.TASK:
                case PageMode.Mode.EDIT:
                    Update(info);
                    break;

                default:
                    break;
            }

            if (saveLog)
            {
                SaveLog(info.ModuleID, info.ApplyContainerID);
            }
            // PLM_TODO mesure data is saved
            return true;
        }
开发者ID:asaki0510,项目名称:AlarmRuleSet,代码行数:25,代码来源:ApplyContainerController.cs



注:本文中的BranchInfo类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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