// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Threading;
using System.Text.RegularExpressions;
namespace Gauntlet
{
///
/// Base class for a device that is able to run applications
///
public interface ITargetDevice : IDisposable
{
///
/// Name of this device
///
string Name { get; }
///
/// Platform of this device
///
UnrealTargetPlatform? Platform { get; }
///
/// Options used when running processes
///
CommandUtils.ERunOptions RunOptions { get; set; }
///
/// Is the device available for use?
/// Note: If we are the process holding a connection then this should still return true
///
bool IsAvailable { get; }
///
/// Are we connected to this device?
///
bool IsConnected { get; }
///
/// Connect and reserve the device
///
///
bool Connect();
///
/// Disconnect the device.
///
/// If supported force the device into a disconnected state (e.g. kick other users)
///
bool Disconnect(bool bForce=false);
///
/// Is the device powered on?
/// TODO - Do we need to have a way of expressing whether power changes are supported
///
bool IsOn { get; }
///
/// Request the device power on. Should block until the change succeeds (or fails)
///
///
bool PowerOn();
///
/// Request the device power on. Should block until the change succeeds (or fails)
///
///
bool PowerOff();
///
/// Request the device power on. Should block until the change succeeds (or fails)
///
///
bool Reboot();
///
/// Returns a Dictionary of EIntendedBaseCopyDirectory keys and their corresponding file path string values.
/// If a platform has not set up these mappings, returns an empty Dictionary and warns.
///
///
Dictionary GetPlatformDirectoryMappings();
///
/// Checks the device's OS/Firmware version and returns whether an update is necessary
///
///
bool IsOSOutOfDate();
///
/// Pushes the latest version of the console's OS/Firmware to the device, returning false if the process fails
///
///
bool UpdateOS();
IAppInstall InstallApplication(UnrealAppConfig AppConfiguration);
IAppInstance Run(IAppInstall App);
};
///
/// Represents a class able to provide devices
///
public interface IDeviceSource
{
bool CanSupportPlatform(UnrealTargetPlatform? Platform);
}
///
/// Represents a class that provides locally available devices
///
public interface IDefaultDeviceSource : IDeviceSource
{
ITargetDevice[] GetDefaultDevices();
}
///
/// Represents a class capable of creating devices of a specific type
///
public interface IDeviceFactory : IDeviceSource
{
ITargetDevice CreateDevice(string InRef, string InLocalCache, string InParam=null);
}
}