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UnrealEngineUWP/Engine/Source/Developer/AutomationController/Private/AutomationReportManager.h

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Interfaces/IAutomationReport.h"
/**
* Wrapper class to obfuscate the hierarchy of tests
*/
class FAutomationReportManager
{
public:
/** default constructor */
FAutomationReportManager();
/** Clears out all reports */
void Empty();
/** Updates the automation reports when the number of clusters changes */
void ClustersUpdated( const int32 NumClusters );
/**
* Resets for the next run of tests
* @param NumTestPasses The number of test results to store
*/
void ResetForExecution(const int32 NumTestPasses);
/** Stops all tests from running */
void StopRunningTests();
/**
* Searches for the next test to execute.
*
* @param bOutAllTestsComplete Returns True if all tests for this device cluster have been completed.
* @param ClusterIndex Index of the platform reporting the results of this test. See AutomationDeviceClusterManager.
* @param PassIndex Index of the current test pass we are on.
* @param NumDevicesInCluster The number of devices which are available in this cluster.
*/
TSharedPtr<IAutomationReport> GetNextReportToExecute(bool& bOutAllTestsComplete, const int32 ClusterIndex, const int32 PassIndex, const int32 NumDevicesInCluster);
/**
* Ensures the nested tree exists ("blueprint.test.all") would have 3 levels other than the root.
*
* @param TestInfo Structure containing the test info.
* @param ClusterIndex Index of the platform reporting the results of this test. See AutomationDeviceClusterManager.
* @param NumPasses The number of test passes to create reports for.
* @return The automation report.
*/
TSharedPtr<IAutomationReport> EnsureReportExists(FAutomationTestInfo& TestInfo, const int32 ClusterIndex, const int32 NumPasses);
/** Filters the visible tests based on name, status, speed. */
void SetFilter( TSharedPtr< AutomationFilterCollection > InFilter );
/** gets array of filtered tests to display in the UI. */
TArray <TSharedPtr <IAutomationReport> >& GetFilteredReports();
/** Sets whether all visible tests are enabled or not. */
void SetVisibleTestsEnabled(const bool bEnabled);
/** Returns number of tests that will be run. */
int32 GetEnabledTestsNum () const;
/** Gets the names of enabled tests. */
void GetEnabledTestNames(TArray<FString>& OutEnabledTestNames) const;
/** Sets the enabled tests based off the passed list of enabled tests. */
void SetEnabledTests(const TArray<FString>& EnabledTests);
/** Sets the current test pass. */
void SetCurrentTestPass(int32 PassIndex){ CurrentTestPass = PassIndex; }
/**
* Export the automation report.
*
* @param FileExportTypeMask The file export mask - errors, warning etc.
* @param NumDeviceClusters The number of devices in a cluster.
*/
const bool ExportReport( uint32 FileExportTypeMask, const int32 NumDeviceClusters );
protected:
/**
* Used in report generation to find leaf reports.
*
* @param InReport The report to add.
* @param NumDeviceClusters - The number of devices in a cluster.
* @param ResultsLog - Message log to store the test results.
* @param FileExportTypeMask - The file export mask - errors, warning etc.
*/
void AddResultReport( TSharedPtr< IAutomationReport > InReport, const int32 NumDeviceClusters, TArray< FString >& ResultsLog, uint32 FileExportTypeMask );
/**
* Used in report generation to find leaf reports.
*
* @param InReport The parent report.
* @param NumDeviceClusters The number of devices in a cluster.
* @param ResultsLog Message log to store the test results.
* @param FileExportTypeMask The file export mask - errors, warning etc.
*/
void FindLeafReport( TSharedPtr< IAutomationReport > InReport, const int32 NumDeviceClusters, TArray< FString >& ResultsLog, uint32 FileExportTypeMask );
private:
/** Root node of the hierarchy, just there to ensure little code duplication. */
TSharedPtr <IAutomationReport> ReportRoot;
/** Which test pass we are currently on. */
int32 CurrentTestPass;
};