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UnrealEngineUWP/Engine/Source/Developer/AutomationController/Private/AutomationDeviceClusterManager.cpp

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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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 "AutomationDeviceClusterManager.h"
#include "Interfaces/IAutomationControllerManager.h"
void FAutomationDeviceClusterManager::Reset()
{
Clusters.Empty();
}
void FAutomationDeviceClusterManager::AddDeviceFromMessage(const FMessageAddress& MessageAddress, const FAutomationWorkerFindWorkersResponse& Message, const uint32 GroupFlags)
{
int32 TestClusterIndex;
int32 TestDeviceIndex;
//if we don't already know about this device
if (!FindDevice(MessageAddress, TestClusterIndex, TestDeviceIndex))
{
FDeviceState NewDevice(MessageAddress, Message);
FString GroupName = GetGroupNameForDevice(NewDevice, GroupFlags);
//ensure the proper cluster exists
int32 ClusterIndex = 0;
for (; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
if (Clusters[ClusterIndex].ClusterName == GroupName)
{
//found the cluster, now just append the device
Clusters[ClusterIndex].Devices.Add(NewDevice);
break;
}
}
// if we didn't find the device type yet, add a new cluster and add this device
if (ClusterIndex == Clusters.Num())
{
FDeviceCluster NewCluster;
NewCluster.ClusterName = GroupName;
NewCluster.DeviceTypeName = Message.Platform;
NewCluster.Devices.Add(NewDevice);
Clusters.Add(NewCluster);
}
}
}
void FAutomationDeviceClusterManager::Remove(const FMessageAddress& MessageAddress)
{
for (int32 ClusterIndex = 0; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
for (int32 DeviceIndex = Clusters[ClusterIndex].Devices.Num()-1; DeviceIndex >= 0; --DeviceIndex)
{
if (MessageAddress == Clusters[ClusterIndex].Devices[DeviceIndex].DeviceMessageAddress)
{
Clusters[ClusterIndex].Devices.RemoveAt(DeviceIndex);
}
}
}
}
FString FAutomationDeviceClusterManager::GetGroupNameForDevice(const FDeviceState& DeviceState, const uint32 DeviceGroupFlags)
{
FString OutGroupName;
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::MachineName)) > 0 )
{
OutGroupName += DeviceState.DeviceName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::Platform)) > 0 )
{
OutGroupName += DeviceState.PlatformName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::OSVersion)) > 0 )
{
OutGroupName += DeviceState.OSVersionName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::Model)) > 0 )
{
OutGroupName += DeviceState.ModelName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::GPU)) > 0 )
{
OutGroupName += DeviceState.GPUName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::CPUModel)) > 0 )
{
OutGroupName += DeviceState.CPUModelName + TEXT("-");
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::RamInGB)) > 0 )
{
OutGroupName += FString::Printf(TEXT("%uGB Ram-"),DeviceState.RAMInGB);
}
if( (DeviceGroupFlags & (1 << EAutomationDeviceGroupTypes::RenderMode)) > 0 )
{
OutGroupName += DeviceState.RenderModeName + TEXT("-");
}
if( OutGroupName.Len() > 0 )
{
//Get rid of the trailing '-'
OutGroupName = OutGroupName.LeftChop(1);
}
return OutGroupName;
}
void FAutomationDeviceClusterManager::ReGroupDevices( const uint32 GroupFlags )
{
//Get all the devices
TArray< FDeviceState > AllDevices;
for(int32 i=0; i<GetNumClusters(); ++i)
{
AllDevices += Clusters[i].Devices;
}
//Clear out the clusters
Reset();
//Generate new group names based off the active flags and readd the devices
for(int32 i=0; i<AllDevices.Num(); ++i)
{
const FDeviceState* DeviceIt = &AllDevices[i];
FString GroupName = GetGroupNameForDevice(*DeviceIt, GroupFlags);
//ensure the proper cluster exists
int32 ClusterIndex = 0;
for (; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
if (Clusters[ClusterIndex].ClusterName == GroupName)
{
//found the cluster, now just append the device
Clusters[ClusterIndex].Devices.Add(*DeviceIt);
break;
}
}
// if we didn't find the device type yet, add a new cluster and add this device
if (ClusterIndex == Clusters.Num())
{
FDeviceCluster NewCluster;
NewCluster.ClusterName = GroupName;
NewCluster.DeviceTypeName = DeviceIt->PlatformName;
NewCluster.Devices.Add(*DeviceIt);
Clusters.Add(NewCluster);
}
}
}
int32 FAutomationDeviceClusterManager::GetNumClusters() const
{
return Clusters.Num();
}
int32 FAutomationDeviceClusterManager::GetTotalNumDevices() const
{
int Total = 0;
for (int32 ClusterIndex = 0; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
Total += Clusters[ClusterIndex].Devices.Num();
}
return Total;
}
int32 FAutomationDeviceClusterManager::GetNumDevicesInCluster(const int32 ClusterIndex) const
{
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
return Clusters[ClusterIndex].Devices.Num();
}
int32 FAutomationDeviceClusterManager::GetNumActiveDevicesInCluster(const int32 ClusterIndex) const
{
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
int32 ActiveDevices = 0;
for ( int32 Index = 0; Index < Clusters[ ClusterIndex ].Devices.Num(); Index++ )
{
if ( Clusters[ ClusterIndex ].Devices[ Index ].IsDeviceAvailable )
{
ActiveDevices++;
}
}
return ActiveDevices;
}
FString FAutomationDeviceClusterManager::GetClusterGroupName(const int32 ClusterIndex) const
{
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
return Clusters[ClusterIndex].ClusterName;
}
FString FAutomationDeviceClusterManager::GetClusterDeviceType(const int32 ClusterIndex) const
{
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
return Clusters[ClusterIndex].DeviceTypeName;
}
FString FAutomationDeviceClusterManager::GetClusterDeviceName(const int32 ClusterIndex, const int32 DeviceIndex) const
{
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
return Clusters[ClusterIndex].Devices[DeviceIndex].GameInstanceName;
}
bool FAutomationDeviceClusterManager::FindDevice(const FMessageAddress& MessageAddress, int32& OutClusterIndex, int32& OutDeviceIndex)
{
OutClusterIndex = INDEX_NONE;
OutDeviceIndex = INDEX_NONE;
for (int32 ClusterIndex = 0; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
for (int32 DeviceIndex = 0; DeviceIndex < Clusters[ClusterIndex].Devices.Num(); ++DeviceIndex)
{
//if network addresses match
if (MessageAddress == Clusters[ClusterIndex].Devices[DeviceIndex].DeviceMessageAddress)
{
OutClusterIndex = ClusterIndex;
OutDeviceIndex = DeviceIndex;
return true;
}
}
}
return false;
}
FMessageAddress FAutomationDeviceClusterManager::GetDeviceMessageAddress(const int32 ClusterIndex, const int32 DeviceIndex) const
{
//verify cluster/device index
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
return Clusters[ClusterIndex].Devices[DeviceIndex].DeviceMessageAddress;
}
TArray<FMessageAddress> FAutomationDeviceClusterManager::GetDevicesReservedForTest(const int32 ClusterIndex, TSharedPtr <IAutomationReport> Report)
{
TArray<FMessageAddress> DeviceAddresses;
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
for (int32 DeviceIndex = 0; DeviceIndex < Clusters[ClusterIndex].Devices.Num(); ++DeviceIndex)
{
if (Clusters[ClusterIndex].Devices[DeviceIndex].Report == Report)
{
DeviceAddresses.Add(Clusters[ClusterIndex].Devices[DeviceIndex].DeviceMessageAddress);
}
}
return DeviceAddresses;
}
TSharedPtr <IAutomationReport> FAutomationDeviceClusterManager::GetTest(const int32 ClusterIndex, const int32 DeviceIndex) const
{
//verify cluster/device index
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
return Clusters[ClusterIndex].Devices[DeviceIndex].Report;
}
void FAutomationDeviceClusterManager::SetTest(const int32 ClusterIndex, const int32 DeviceIndex, TSharedPtr <IAutomationReport> NewReport)
{
//verify cluster/device index
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
Clusters[ClusterIndex].Devices[DeviceIndex].Report = NewReport;
}
void FAutomationDeviceClusterManager::ResetAllDevicesRunningTest( const int32 ClusterIndex, IAutomationReportPtr InTest )
{
TArray<FMessageAddress> DeviceAddresses;
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
for (int32 DeviceIndex = 0; DeviceIndex < Clusters[ClusterIndex].Devices.Num(); ++DeviceIndex)
{
if( Clusters[ClusterIndex].Devices[DeviceIndex].Report == InTest )
{
Clusters[ClusterIndex].Devices[DeviceIndex].Report = NULL;
}
}
}
void FAutomationDeviceClusterManager::DisableDevice( const int32 ClusterIndex, const int32 DeviceIndex )
{
//verify cluster/device index
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
Clusters[ClusterIndex].Devices[DeviceIndex].IsDeviceAvailable = false;
}
bool FAutomationDeviceClusterManager::DeviceEnabled( const int32 ClusterIndex, const int32 DeviceIndex )
{
//verify cluster/device index
check((ClusterIndex >= 0) && (ClusterIndex < Clusters.Num()));
check((DeviceIndex >= 0) && (DeviceIndex < Clusters[ClusterIndex].Devices.Num()));
return Clusters[ClusterIndex].Devices[DeviceIndex].IsDeviceAvailable;
}
bool FAutomationDeviceClusterManager::HasActiveDevice()
{
bool IsDeviceAvailable = false;
for (int32 ClusterIndex = 0; ClusterIndex < Clusters.Num(); ++ClusterIndex)
{
for (int32 DeviceIndex = 0; DeviceIndex < Clusters[ClusterIndex].Devices.Num(); ++DeviceIndex)
{
//if network addresses match
if ( Clusters[ClusterIndex].Devices[DeviceIndex].IsDeviceAvailable )
{
IsDeviceAvailable = true;
break;
}
}
}
return IsDeviceAvailable;
}