Perforce Source Control Setup#
Connect To Epic Perforce Depot/Downloading Epic Engine Source Code#
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/index.html
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/perforce/index.html
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/perforce/setup/index.html
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/VPNSetup/index.html
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/perforce/Syncing/index.html
https://udn.unrealengine.com/docs/ue4/int/gettingstarted/downloadingunrealengine/perforce/Integration/index.html
Assembla performance optimizations#
https://articles.assembla.com/using-perforce/speed-up-your-perforce-repo-with-p4v
p4 property -a -n P4IGNORE -v .p4ignore
p4 property -a -n P4V.Performance.ServerRefresh -v 60
p4 property -a -n filesys.bufsize -v 2M
p4 property -a -n net.tcpsize -v 2M
Setting Up Perforce Source Control#
Make Sure P4 Service is running#
- Run as root:
/volume1/KnL/Perforce/start.sh
Set up ignore#
p4 set P4IGNORE=.gitignore
Setting up new user#
-
Create access rights on our server
-
Create account in P4Admin
Disable user account creation for anyone but you#
-
Open terminal in perforce workspace directory from super user account
-
p4 configure set dm.user.noautocreate=2
Checking out a project#
- Open p4v and enter credentials to connect
- Go to Connection > New Workspace
- Give the workspace a reasonable name, lowercase, no spaces (for working on command line later). Workspaces are stored per user so two users should be able to use the same workspace name without a conflict.
- Put it in a folder near the root of the drive (I have mine in C:\Perforce[ClientName][WorkspaceName]
- Right click on the folder in the depot that represents the project and choose "Include Tree". Right click on other projects and choose "Exclude Tree" (it doesn't work to just whitelist with "include tree", which seems silly -- is it configurable?).
- Check the box to automatically get latest revisions, otherwise you'll have to do it manually after the workspace is created.
Deleting a workspace#
If you screw up you can delete a workspace. Go to Connection -> Choose Workspace… which will show you a list of your workspaces. Then open the command prompt and type p4 client -d [workspace-name]
Useful commands#
- (local workspace to depot) Fast Reconcile of local files that have been edited, added, deleted and with special characters in their name
p4 reconcile -meadf UnrealEngine\\Engine\\Binaries...
- Show me files that were ignored:
p4 reconcile -nI UnrealEngine\\Engine\\Binaries...
- Show me files that were ignored but need to be added
p4 reconcile -naI UnrealEngine\\Engine\\Binaries...
- Why something was ignored:
p4 ignores -v -i UnrealEngine\\Engine\\Binaries\\ThirdParty\\svn\\Mac\\lib\\apr.exp
-
See which files are out of sync from worktree
p4 status -I -mead UnrealEngine\\Engine\\...
-
(depot to workspace) Force resync only deleted files (deletes files that are only available locally and not in depot):
p4 clean -I -ead UnrealEngine\\Engine\\Source\\Runtime...
-
Note: Using -m might skip files if you copied over stuff recently
-
-a Added files: Find files in the workspace that have no corresponding files in the depot and delete them.
-
-d Deleted files: Find those files in the depot that do not exist in your workspace and add them to the workspace.
-
-e Edited files: Find files in the workspace that have been modified and restore them to the last file version that has synced from the depot.
-
-m Use fast check (file timestamps) instead of slower CRC check
-
(p4 clean => p4 reconcile -w)
Reference From https://www.perforce.com/perforce/doc.current/manuals/cmdref/Content/CmdRef/p4_clean.html?Highlight=clean
-
Revert another users files
-
Force delete their shelved changelist
p4 shelve -df -c 8857
p4 change -df 8857
- Find their workspace by username
p4 opened -u janedoe
- Revert all files in janedoe-workspace's workspace
p4 revert -C janedoe-workspace //...
- Revert one file in janedoe-workspace's workspace
p4 revert -C janedoe-workspace //depot/www/dev/Jam.html
- Revert all files in janedoe-workspace workspace
p4 revert -c 1125 -C janedoe-workspace //...
Set editor#
p4 set P4Editor="C:/Program Files/Sublime Text 3/subl.exe --wait"
Tell P4 That Local Files Are Already Synced#
-
Note the last changelist synced
-
Copy/move the folder to the new location
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Update your workspace (either the root, or the depot mapping) to point at the new location
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Run p4 flush //depot/path/to/folder/...@<last_changelist>
The flush command tells the server that you have the files at the path specified, at the changelist specified. It's a synonym for p4 sync -k.
Reference From https://stackoverflow.com/questions/7030296/how-do-i-move-a-perforce-workspace-folder
Create fast branch stream#
From the command line, starting from a workspace of //stream/parent, here's what you'd do to make a new task stream:
p4 stream -t task -P //stream/parent //stream/mynewtask01
p4 populate -r -S //stream/mynewtask01
p4 client -s -S //stream/mynewtask01
p4 sync
Assuming you're starting with a synced workspace. If you're creating a brand new workspace for the new stream, then part of creating the new workspace is going to be syncing the files; I'd expect that to take about as long as the submit did since it's the same amount of data being transferred.
Make sure when creating a new stream that you're not creating a new workspace. In the visual client there's an option to "create a workspace"; make sure to uncheck that box or it'll make a new workspace and then sync it, which is the part that'll take an hour
From the command line, starting from a workspace of //stream/parent, here's what you'd do to make a new task stream:
p4 stream -t task -P //stream/parent //stream/mynewtask01
p4 populate -r -S //stream/mynewtask01
p4 client -s -S //stream/mynewtask01
p4 syncThe "stream" and "client" commands don't actually operate on any files, so they'll be really quick no matter what. The "populate" will branch all 10k files, but it does it on the back end without actually moving any content around, so it'll also be really quick (if you got up into the millions or billions it might take an appreciable amount of time depending on the server hardware, but 10k is nothing). The "sync" will be very quick if you were already synced to //stream/parent, because all the files are already there; again, it's just moving pointers around on the server side rather than transferring the file content.
Reference From https://stackoverflow.com/questions/32697907/how-to-efficiently-work-with-a-task-stream
Merge from parent stream#
While we’re working on features in //Ace/DEV, other changes are being submitted to //Ace/MAIN. Here’s how we merge those changes into the //Ace/DEV branch:
% p4 merge -S //Ace/DEV -r
% p4 resolve
% p4 submit -d ”Merged latest changes”
Reference From https://www.perforce.com/blog/streams-tiny-tutorial
Push stream changes back to mainline#
“Promote” is simply another way of saying “copy up after merging everything down”. So let’s make sure we’ve merged everything down first:
% p4 merge -S //Ace/DEV -r
All revisions already integrated.
Switch to main workspace:
% p4 workspace -s -S //Ace/MAIN
% p4 sync
We run p4 sync after switching the workspace, because both streams have files in them at this point. (You'll be happy to know that p4 sync will be smart enough to swap out only the files that aren't the same in both streams.)
Finally, we copy content from the //Ace/DEV stream to its parent:
% p4 -I copy -S //Ace/DEV -v
% p4 submit -d ”Here’s our new feature”
% p4 sync
Et voilà -- our work in the //Ace/DEV stream has just been promoted to //Ace/MAIN.
Reference From https://www.perforce.com/blog/streams-tiny-tutorial
Set global property settings:
p4 property -a -n ***name*** -v ***value***
Reference From https://community.perforce.com/s/article/1273
Setup the typemap#
p4 typemap
# Perforce File Type Mapping Specifications.
#
# TypeMap: a list of filetype mappings; one per line.
# Each line has two elements:
#
# Filetype: The filetype to use on 'p4 add'.
#
# Path: File pattern which will use this filetype.
#
# See 'p4 help typemap' for more information.
TypeMap:
binary+w //depot/....exe
binary+w //depot/....dll
binary+w //depot/....lib
binary+w //depot/....app
binary+w //depot/....dylib
binary+w //depot/....stub
binary+w //depot/....ipa
binary //depot/....bmp
text //depot/....ini
text //depot/....config
text //depot/....cpp
text //depot/....h
text //depot/....c
text //depot/....cs
text //depot/....m
text //depot/....mm
text //depot/....py
binary+l //depot/....uasset
binary+l //depot/....umap
binary+l //depot/....upk
binary+l //depot/....udk
Reference From https://docs.unrealengine.com/latest/INT/Engine/Basics/SourceControl/Perforce/index.html
Set the typemap on existing files#
- The P4 command
p4 retype -t binary+w .\....dll
# alternate
p4 edit .\....dll
p4 reopen -t binary+w .\....dll
Reference From https://community.perforce.com/s/article/3114
- Or use the internal python utility scripts
Utility/reconcile.py p4retypemap
Diff#
You can diff Blueprints using built-in diffing tool