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#rb Jerome.Delattre #preflight 6452abfd4d593c0b422b5d9e [CL 25335483 by chris constantinescu in ue5-main branch]
464 lines
14 KiB
C#
464 lines
14 KiB
C#
// Copyright Epic Games, Inc. All Rights Reserved.
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading;
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using AutomationTool;
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using UnrealBuildTool;
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using System.Text.RegularExpressions;
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using EpicGames.Core;
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using static AutomationTool.ProcessResult;
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namespace Gauntlet
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{
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class LinuxAppInstance : LocalAppProcess
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{
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protected LinuxAppInstall Install;
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public LinuxAppInstance(LinuxAppInstall InInstall, IProcessResult InProcess, string ProcessLogFile = null)
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: base(InProcess, InInstall.CommandArguments, ProcessLogFile)
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{
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Install = InInstall;
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}
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public override string ArtifactPath
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{
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get
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{
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return Install.ArtifactPath;
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}
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}
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public override ITargetDevice Device
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{
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get
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{
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return Install.Device;
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}
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}
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}
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class LinuxAppInstall : IAppInstall
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{
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public string Name { get; private set; }
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public string WorkingDirectory;
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public string ExecutablePath;
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public string CommandArguments;
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public string ArtifactPath;
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public string ProjectName;
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public TargetDeviceLinux LinuxDevice { get; private set; }
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public ITargetDevice Device { get { return LinuxDevice; } }
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public CommandUtils.ERunOptions RunOptions { get; set; }
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public LinuxAppInstall(string InName, string InProjectName, TargetDeviceLinux InDevice)
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{
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Name = InName;
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ProjectName = InProjectName;
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LinuxDevice = InDevice;
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CommandArguments = "";
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this.RunOptions = CommandUtils.ERunOptions.NoWaitForExit;
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}
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public IAppInstance Run()
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{
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return Device.Run(this);
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}
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public bool ForceCleanDeviceArtifacts()
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{
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DirectoryInfo ClientTempDirInfo = new DirectoryInfo(ArtifactPath) { Attributes = FileAttributes.Normal };
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Log.Info(KnownLogEvents.Gauntlet_DeviceEvent, "Setting files in device artifacts {0} to have normal attributes (no longer read-only).", ArtifactPath);
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foreach (FileSystemInfo info in ClientTempDirInfo.GetFileSystemInfos("*", SearchOption.AllDirectories))
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{
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info.Attributes = FileAttributes.Normal;
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}
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try
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{
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Log.Info(KnownLogEvents.Gauntlet_DeviceEvent, "Clearing device artifact path {0} (force)", ArtifactPath);
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Directory.Delete(ArtifactPath, true);
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}
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catch (Exception Ex)
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{
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Log.Warning(KnownLogEvents.Gauntlet_DeviceEvent, "Failed to force delete artifact path {File}. {Exception}", ArtifactPath, Ex.Message);
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return false;
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}
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return true;
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}
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public virtual void CleanDeviceArtifacts()
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{
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if (!string.IsNullOrEmpty(ArtifactPath) && Directory.Exists(ArtifactPath))
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{
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try
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{
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Log.Info("Clearing device artifacts path {0} for {1}", ArtifactPath, Device.Name);
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Directory.Delete(ArtifactPath, true);
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}
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catch (Exception Ex)
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{
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Log.Info(KnownLogEvents.Gauntlet_DeviceEvent, "First attempt at clearing artifact path {0} failed - trying again", ArtifactPath);
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if (!ForceCleanDeviceArtifacts())
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{
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Log.Warning(KnownLogEvents.Gauntlet_DeviceEvent, "Failed to delete {File}. {Exception}", ArtifactPath, Ex.Message);
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}
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}
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}
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}
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}
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public class LinuxDeviceFactory : IDeviceFactory
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{
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public bool CanSupportPlatform(UnrealTargetPlatform? Platform)
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{
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return Platform == UnrealTargetPlatform.Linux;
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}
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public ITargetDevice CreateDevice(string InRef, string InCachePath, string InParam = null)
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{
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return new TargetDeviceLinux(InRef, InCachePath);
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}
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}
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/// <summary>
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/// Linux implementation of a device to run applications
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/// </summary>
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public class TargetDeviceLinux : ITargetDevice
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{
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public string Name { get; protected set; }
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protected string UserDir { get; set; }
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/// <summary>
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/// Our mappings of Intended directories to where they actually represent on this platform.
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/// </summary>
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protected Dictionary<EIntendedBaseCopyDirectory, string> LocalDirectoryMappings { get; set; }
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public TargetDeviceLinux(string InName, string InCacheDir)
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{
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Name = InName;
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LocalCachePath = InCacheDir;
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RunOptions = CommandUtils.ERunOptions.NoWaitForExit | CommandUtils.ERunOptions.NoLoggingOfRunCommand;
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UserDir = Path.Combine(LocalCachePath, string.Format("{0}_UserDir", Name));
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LocalDirectoryMappings = new Dictionary<EIntendedBaseCopyDirectory, string>();
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}
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#region IDisposable Support
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private bool disposedValue = false; // To detect redundant calls
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protected virtual void Dispose(bool disposing)
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{
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if (!disposedValue)
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{
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if (disposing)
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{
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// TODO: dispose managed state (managed objects).
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}
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// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
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// TODO: set large fields to null.
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disposedValue = true;
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}
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}
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// This code added to correctly implement the disposable pattern.
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
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Dispose(true);
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// TODO: uncomment the following line if the finalizer is overridden above.
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// GC.SuppressFinalize(this);
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}
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#endregion
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public CommandUtils.ERunOptions RunOptions { get; set; }
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// We care about UserDir in Linux as some of the roles may require files going into user instead of build dir.
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public void PopulateDirectoryMappings(string BasePath, string UserDir)
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{
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Build, Path.Combine(BasePath, "Build"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Binaries, Path.Combine(BasePath, "Binaries"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Config, Path.Combine(BasePath, "Saved", "Config"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Content, Path.Combine(BasePath, "Content"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Demos, Path.Combine(UserDir, "Saved", "Demos"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.PersistentDownloadDir, Path.Combine(BasePath, "Saved", "PersistentDownloadDir"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Profiling, Path.Combine(BasePath, "Saved", "Profiling"));
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LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Saved, Path.Combine(BasePath, "Saved"));
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}
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public IAppInstance Run(IAppInstall App)
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{
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LinuxAppInstall LinuxApp = App as LinuxAppInstall;
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if (LinuxApp == null)
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{
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throw new DeviceException("AppInstance is of incorrect type!");
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}
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if (File.Exists(LinuxApp.ExecutablePath) == false)
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{
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throw new DeviceException("Specified path {0} not found!", LinuxApp.ExecutablePath);
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}
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IProcessResult Result = null;
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lock (Globals.MainLock)
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{
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string ExePath = Path.GetDirectoryName(LinuxApp.ExecutablePath);
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string NewWorkingDir = string.IsNullOrEmpty(LinuxApp.WorkingDirectory) ? ExePath : LinuxApp.WorkingDirectory;
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string OldWD = Environment.CurrentDirectory;
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Environment.CurrentDirectory = NewWorkingDir;
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Log.Info("Launching {0} on {1}", App.Name, ToString());
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string CmdLine = LinuxApp.CommandArguments;
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Log.Verbose("\t{0}", CmdLine);
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bool bAllowSpew = LinuxApp.RunOptions.HasFlag(CommandUtils.ERunOptions.AllowSpew);
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Result = CommandUtils.Run(LinuxApp.ExecutablePath,
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CmdLine,
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Options: LinuxApp.RunOptions,
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SpewFilterCallback: new SpewFilterCallbackType(delegate(string M) { return bAllowSpew ? M : null; }) /* make sure stderr does not spew in the stdout */,
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WorkingDir: LinuxApp.WorkingDirectory);
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if (Result.HasExited && Result.ExitCode != 0)
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{
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throw new AutomationException("Failed to launch {0}. Error {1}", LinuxApp.ExecutablePath, Result.ExitCode);
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}
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Environment.CurrentDirectory = OldWD;
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}
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return new LinuxAppInstance(LinuxApp, Result);
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}
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private void CopyAdditionalFiles(UnrealAppConfig AppConfig)
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{
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if (AppConfig.FilesToCopy != null)
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{
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foreach (UnrealFileToCopy FileToCopy in AppConfig.FilesToCopy)
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{
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string PathToCopyTo = Path.Combine(LocalDirectoryMappings[FileToCopy.TargetBaseDirectory], FileToCopy.TargetRelativeLocation);
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if (File.Exists(FileToCopy.SourceFileLocation))
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{
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FileInfo SrcInfo = new FileInfo(FileToCopy.SourceFileLocation);
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SrcInfo.IsReadOnly = false;
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string DirectoryToCopyTo = Path.GetDirectoryName(PathToCopyTo);
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if (!Directory.Exists(DirectoryToCopyTo))
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{
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Directory.CreateDirectory(DirectoryToCopyTo);
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}
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if (File.Exists(PathToCopyTo))
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{
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FileInfo ExistingFile = new FileInfo(PathToCopyTo);
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ExistingFile.IsReadOnly = false;
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}
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SrcInfo.CopyTo(PathToCopyTo, true);
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Log.Info("Copying {0} to {1}", FileToCopy.SourceFileLocation, PathToCopyTo);
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}
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else
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{
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Log.Warning(KnownLogEvents.Gauntlet_DeviceEvent, "File to copy {File} not found", FileToCopy);
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}
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}
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}
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}
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protected IAppInstall InstallNativeStagedBuild(UnrealAppConfig AppConfig, NativeStagedBuild InBuild)
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{
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LinuxAppInstall LinuxApp = new LinuxAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
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LinuxApp.RunOptions = RunOptions;
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if (Log.IsVeryVerbose)
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{
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LinuxApp.RunOptions |= CommandUtils.ERunOptions.AllowSpew;
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}
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LinuxApp.CommandArguments = AppConfig.CommandLine;
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LinuxApp.ArtifactPath = Path.Combine(InBuild.BuildPath, AppConfig.ProjectName, @"Saved");
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LinuxApp.CleanDeviceArtifacts();
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CopyAdditionalFiles(AppConfig);
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LinuxApp.ExecutablePath = Path.Combine(InBuild.BuildPath, InBuild.ExecutablePath);
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LinuxApp.WorkingDirectory = InBuild.BuildPath;
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return LinuxApp;
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}
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protected IAppInstall InstallStagedBuild(UnrealAppConfig AppConfig, StagedBuild InBuild)
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{
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bool SkipDeploy = Globals.Params.ParseParam("SkipDeploy");
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string BuildPath = InBuild.BuildPath;
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if (CanRunFromPath(BuildPath) == false)
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{
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string SubDir = string.IsNullOrEmpty(AppConfig.Sandbox) ? AppConfig.ProjectName : AppConfig.Sandbox;
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string DestPath = Path.Combine(this.LocalCachePath, SubDir, AppConfig.ProcessType.ToString());
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if (!SkipDeploy)
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{
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DestPath = StagedBuild.InstallBuildParallel(AppConfig, InBuild, BuildPath, DestPath, ToString());
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}
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else
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{
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Log.Info("Skipping install of {0} (-skipdeploy)", BuildPath);
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}
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Utils.SystemHelpers.MarkDirectoryForCleanup(DestPath);
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BuildPath = DestPath;
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}
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LinuxAppInstall LinuxApp = new LinuxAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
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LinuxApp.RunOptions = RunOptions;
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// Set commandline replace any InstallPath arguments with the path we use
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LinuxApp.CommandArguments = Regex.Replace(AppConfig.CommandLine, @"\$\(InstallPath\)", BuildPath, RegexOptions.IgnoreCase);
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if (string.IsNullOrEmpty(UserDir) == false)
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{
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LinuxApp.CommandArguments += string.Format(" -userdir=\"{0}\"", UserDir);
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LinuxApp.ArtifactPath = Path.Combine(UserDir, @"Saved");
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Utils.SystemHelpers.MarkDirectoryForCleanup(UserDir);
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}
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else
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{
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// e.g d:\Unreal\GameName\Saved
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LinuxApp.ArtifactPath = Path.Combine(BuildPath, AppConfig.ProjectName, @"Saved");
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}
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// clear artifact path
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LinuxApp.CleanDeviceArtifacts();
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if (LocalDirectoryMappings.Count == 0)
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{
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PopulateDirectoryMappings(Path.Combine(BuildPath, AppConfig.ProjectName), UserDir);
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}
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CopyAdditionalFiles(AppConfig);
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if (Path.IsPathRooted(InBuild.ExecutablePath))
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{
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LinuxApp.ExecutablePath = InBuild.ExecutablePath;
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}
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else
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{
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// TODO - this check should be at a higher level....
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string BinaryPath = Path.Combine(BuildPath, InBuild.ExecutablePath);
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// check for a local newer executable
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if (Globals.Params.ParseParam("dev") && AppConfig.ProcessType.UsesEditor() == false)
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{
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string LocalBinary = Path.Combine(Environment.CurrentDirectory, InBuild.ExecutablePath);
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bool LocalFileExists = File.Exists(LocalBinary);
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bool LocalFileNewer = LocalFileExists && File.GetLastWriteTime(LocalBinary) > File.GetLastWriteTime(BinaryPath);
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Log.Verbose("Checking for newer binary at {0}", LocalBinary);
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Log.Verbose("LocalFile exists: {0}. Newer: {1}", LocalFileExists, LocalFileNewer);
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if (LocalFileExists && LocalFileNewer)
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{
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// need to -basedir to have our exe load content from the path
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LinuxApp.CommandArguments += string.Format(" -basedir={0}", Path.GetDirectoryName(BinaryPath));
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BinaryPath = LocalBinary;
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}
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}
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LinuxApp.ExecutablePath = BinaryPath;
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}
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return LinuxApp;
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}
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public IAppInstall InstallApplication(UnrealAppConfig AppConfig)
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{
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if (AppConfig.Build is NativeStagedBuild)
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{
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return InstallNativeStagedBuild(AppConfig, AppConfig.Build as NativeStagedBuild);
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}
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else if (AppConfig.Build is StagedBuild)
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{
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return InstallStagedBuild(AppConfig, AppConfig.Build as StagedBuild);
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}
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EditorBuild EditorBuild = AppConfig.Build as EditorBuild;
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if (EditorBuild == null)
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{
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throw new AutomationException("Invalid build type!");
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}
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LinuxAppInstall LinuxApp = new LinuxAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
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LinuxApp.WorkingDirectory = Path.GetDirectoryName(EditorBuild.ExecutablePath);
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LinuxApp.RunOptions = RunOptions;
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// Force this to stop logs and other artifacts going to different places
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LinuxApp.CommandArguments = AppConfig.CommandLine + string.Format(" -userdir=\"{0}\"", UserDir);
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LinuxApp.ArtifactPath = Path.Combine(UserDir, @"Saved");
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LinuxApp.ExecutablePath = EditorBuild.ExecutablePath;
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if (LocalDirectoryMappings.Count == 0)
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{
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PopulateDirectoryMappings(AppConfig.ProjectFile.Directory.FullName, AppConfig.ProjectFile.Directory.FullName);
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}
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CopyAdditionalFiles(AppConfig);
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return LinuxApp;
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}
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public bool CanRunFromPath(string InPath)
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{
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return !Utils.SystemHelpers.IsNetworkPath(InPath);
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}
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public UnrealTargetPlatform? Platform { get { return UnrealTargetPlatform.Linux; } }
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public string LocalCachePath { get; private set; }
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public bool IsAvailable { get { return true; } }
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public bool IsConnected { get { return true; } }
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public bool IsOn { get { return true; } }
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public bool PowerOn() { return true; }
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public bool PowerOff() { return true; }
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public bool Reboot() { return true; }
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public bool Connect() { return true; }
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public bool Disconnect(bool bForce = false) { return true; }
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public override string ToString()
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{
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return Name;
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}
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public Dictionary<EIntendedBaseCopyDirectory, string> GetPlatformDirectoryMappings()
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{
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if (LocalDirectoryMappings.Count == 0)
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{
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Log.Warning("Platform directory mappings have not been populated for this platform! This should be done within InstallApplication()");
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}
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return LocalDirectoryMappings;
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}
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}
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}
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