Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RunProjectCommand.Automation.cs
Gil Gribb 07eea7c4b8 Copying //UE4/Dev-Rendering to //UE4/Dev-Main (Source: //UE4/Dev-Rendering @ 2967470)
#lockdown nick.penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2943963 on 2016/04/14 by Daniel.Wright

	Shader compile errors are unsuppressed

Change 2943978 on 2016/04/14 by Gil.Gribb

	UE4 - First pass at async loading improvements....mostly disabled.

Change 2944021 on 2016/04/14 by Martin.Mittring

	fixed HLSL compiler warning

Change 2944031 on 2016/04/14 by Martin.Mittring

	fixed ensures, wrapped some members behind get accessor functions

Change 2944086 on 2016/04/14 by Martin.Mittring

	cleanup: removed not needed code

Change 2944177 on 2016/04/14 by Daniel.Wright

	Clamp on FarShadowCascadeCount, prevents crashing from huge values

Change 2944182 on 2016/04/14 by Martin.Mittring

	removed not needed code

Change 2944250 on 2016/04/14 by Rolando.Caloca

	DR - vk - Minor fixes

Change 2944286 on 2016/04/14 by Daniel.Wright

	Added bRenderSceneTwoSided to planar reflections, which can be useful to limit leaking
	Added ShowOnlyActors and HiddenActors to SceneCaptureComponent for easy use without having to call BP functions
	Added bShowPreviewPlane to planar reflection actors
	The view state is recreated on planar reflection edit, which resets the Temporal AA history, allowing instant previewing of changes

Change 2944288 on 2016/04/14 by Daniel.Wright

	Fixed refraction with a world space normal

Change 2944291 on 2016/04/14 by Daniel.Wright

	Panner nodes have an optional speed input

Change 2944346 on 2016/04/14 by Rolando.Caloca

	DR - Fix Vulkan shader platform on Android
	- Added more info on checks()

Change 2945007 on 2016/04/15 by Gil.Gribb

	Merging //UE4/Dev-Main@2944911 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2945348 on 2016/04/15 by Daniel.Wright

	Fixed compile error

Change 2945358 on 2016/04/15 by Olaf.Piesche

	#jira UE-29241

	Sequential particle selection code was all sorts of weird. Rewrote and simplified.

Change 2945941 on 2016/04/15 by Martin.Mittring

	added r.DisplayInternals to debug determinism for screen shot comparison

Change 2945999 on 2016/04/15 by Martin.Mittring

	improved r.DisplayInternal output

Change 2946023 on 2016/04/15 by Olaf.Piesche

	Adding missing call to Super::PostEditChangeProperty; UDN 286717

Change 2947155 on 2016/04/18 by Martin.Mittring

	started minor cleanup of transluceny rendering, use Sort key to support SeparateTransluceny, not fully hooked up
	#test:PC

Change 2947207 on 2016/04/18 by Martin.Mittring

	fixed engine compiling in shipping/test
	#code_review:Uriel.Doyan

Change 2947212 on 2016/04/18 by Uriel.Doyon

	Lightmap density viewmode now shows the wanted resolution when the lighting isn't build.
	#jira UE-29317

Change 2947374 on 2016/04/18 by Uriel.Doyon

	Fixed support for resolution scale for the PostProcessVisualizeComplexity
	#jira UE-29473

Change 2947903 on 2016/04/19 by Gil.Gribb

	Merging //UE4/Dev-Main@2947728 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2948019 on 2016/04/19 by Rolando.Caloca

	DR - Allow vk format as a target format for win

Change 2948162 on 2016/04/19 by Simon.Tovey

	Fix for crash with Collision visualization.

Change 2948419 on 2016/04/19 by Martin.Mittring

	fixed sort priority of translucent rendering (caused by recent checkin)

Change 2948433 on 2016/04/19 by Martin.Mittring

	fixed memory handling of FRendererViewExtension

Change 2948631 on 2016/04/19 by Martin.Mittring

	fixed compile error on Mac

Change 2948832 on 2016/04/19 by Martin.Mittring

	fixed UE-29572 (should result in less CPU cost and it might even fix some rendeirng issues)

Change 2949013 on 2016/04/19 by Martin.Mittring

	refactored Transluceny rendering, SepTrans and non SepTrans is now in the same container, sorted by that critera first and rendered with ranges. This makes it easier to extend it to more transluceny types e.g. after TemporalAA, after Tonemapping
	this is useful for MeshDecals
	#test:PC, parallel on and off

Change 2949620 on 2016/04/20 by Martin.Mittring

	fixed compiler warning

Change 2949639 on 2016/04/20 by Uriel.Doyon

	Fixed Material TexCoord Analysis not compiling when sampling textures for shader frequency other than PixelShader

Change 2949721 on 2016/04/20 by Chris.Bunner

	Avoid creating additional inline code fragment casting matching uniform types.
	#jira UE-29089

Change 2949722 on 2016/04/20 by Chris.Bunner

	Prevent nullptr crash and added additional logging.
	#jira UE-28387

Change 2949913 on 2016/04/20 by Martin.Mittring

	marked ccommand as cheat

Change 2950064 on 2016/04/20 by Martin.Mittring

	added MatineeTime to r.DisplayInternals to track down rendering determinsim issues, added dark background

Change 2950065 on 2016/04/20 by Martin.Mittring

	nicer debug printout

Change 2950201 on 2016/04/20 by Martin.Mittring

	fixed UE-29752 Console commands input with " = " should display an error message

Change 2950531 on 2016/04/20 by Martin.Mittring

	fixed comment

Change 2951737 on 2016/04/21 by HaarmPieter.Duiker

	Adds support forHDR displays using Dolby PQ output

Change 2951869 on 2016/04/21 by Martin.Mittring

	polish r.DisplayInternal

Change 2951950 on 2016/04/21 by HaarmPieter.Duiker

	Reordered variable definition to address build warning

Change 2951996 on 2016/04/21 by Martin.Mittring

	fixed PerformanceCapture code, added AutomationTest "Rendering.RenderOutputValidation",
	changed directory order
	to run locally it currently requires "r.ScreenshotDelegate=0"
	#code_review:Ben.Salem, Michael.Noland

Change 2952146 on 2016/04/21 by Olaf.Piesche

	make sure that ST PDI primitives render through regular translucency if ST is disabled; fixes light shapes in scene/reflection captures

Change 2952230 on 2016/04/21 by Martin.Mittring

	* Fixed automated ScreenshotVerify difference because of not streamed in texture, wait for up to 5sec .
	* changed some GFrameNumberRenderThread usage to ViewFamily.FrameNumber
	#code_review:Daniel.Wright

Change 2953173 on 2016/04/22 by Olaf.Piesche

	Adding UI for easilly browsing and switching in a folder full of stats dumps

Change 2953213 on 2016/04/22 by Olaf.Piesche

	Renaming a stat to be more descriptive

Change 2953393 on 2016/04/22 by Zabir.Hoque

	Get DX12 running again:
	  - Port Shader Resource Table change
	  - Line up VS outputs and ps inputs
	  - Fix incorrectly defining a static global in a .h

Change 2953453 on 2016/04/22 by Martin.Mittring

	polished r.DisplayInternal

Change 2954618 on 2016/04/25 by Zabir.Hoque

	2 Fixes:
	  - GLSL does not understand "unsigned int", converted to "uint"
	  - Refactored problematic prev buffer allocation code to be more inline with proper level of abstraction.

Change 2955369 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Fix some memory leaks in the frontend

Change 2955403 on 2016/04/25 by Uriel.Doyon

	Fixed texture streaming build on OpenGL. Probably more likely to work on other platforms like Mac and Linux.
	Enabled debug view shaders on PCD3D_SM4 and OPENGL_SM4
	#jira UE-28840

Change 2955419 on 2016/04/25 by Rolando.Caloca

	DR - hlslcc - Reenabled support for static global variables being not const

Change 2955432 on 2016/04/25 by Zabir.Hoque

	Fix build break from not undef'ing LOCTEXT_NAMESPACE

Change 2955459 on 2016/04/25 by Zabir.Hoque

	TEMP Fix: On server enqued render thread work is dropped. So on server release Reflection capture resouce immediately instead of trying to defer enque.

Change 2956292 on 2016/04/26 by Zabir.Hoque

	Fix OpenGL shader compile break from CL: 2951737 (Adds support forHDR displays using Dolby PQ output).

	#CodeReview: Jack.Porter, Allan.Bentham

Change 2956662 on 2016/04/26 by Chris.Bunner

	Temporary fix for new Tonemapper issues.
	#jira UE-29935

Change 2957614 on 2016/04/27 by Marcus.Wassmer

	Fix PS4 shader compiler errors.

Change 2958468 on 2016/04/27 by Rolando.Caloca

	DR - Fix hlslcc validation issue
	- Show error on SCW if shader format not found when running with -directcompile
	#jira UE-29982

Change 2959105 on 2016/04/28 by Rolando.Caloca

	DR - Rebuilt hlslcc for Mac

Change 2959891 on 2016/04/28 by Daniel.Wright

	Shader compiler does a recreate render state even during blocking compile - fixes saving a material giving different behavior from applying changes with global distance fields

Change 2959895 on 2016/04/28 by Daniel.Wright

	Work around build machine string matching heuristics that will cause a cook to fail

Change 2959902 on 2016/04/28 by Daniel.Wright

	Added LowerHemisphereSolidColor to sky lights

Change 2959930 on 2016/04/28 by Daniel.Wright

	Added OpacitySourceMode to SubUVAnimation, which is useful with textures created for additive particles

Change 2959933 on 2016/04/28 by Daniel.Wright

	Substring matching for console command suggestions
	* Only implemented in the editor, game uses UConsole which needs an entirely different implementation
	* Not sorting starting matches first, although that is desired

Change 2959942 on 2016/04/28 by Daniel.Wright

	Gracefully handle when input string doesn't match search results

Change 2960743 on 2016/04/29 by Gil.Gribb

	UE4 - UAT - Add map name to editortest command line.

Change 2960940 on 2016/04/29 by Chris.Bunner

	Allow custom material nodes to be used with tessellation outputs.
	#jira UE-29586

Change 2960955 on 2016/04/29 by Gil.Gribb

	UE4 - Improved the CPU burden of loading in several places. Made substantial progress on the complete loading revamp (currently disabled).

Change 2960961 on 2016/04/29 by Chris.Bunner

	Potential material translator Lerp node pre-computations/optimizations.
	#jira OR-20138

Change 2961087 on 2016/04/29 by Gil.Gribb

	Fixed compile error in preflight relating to load time test rig

Change 2962565 on 2016/05/02 by Gil.Gribb

	Merging //UE4/Dev-Main@2962478 to Dev-Rendering (//UE4/Dev-Rendering)

Change 2965058 on 2016/05/03 by Chris.Bunner

	Shader version bump.
	#lockdown Gil.Gribb
	#jira UE-30206

Change 2966554 on 2016/05/04 by Chris.Bunner

	Bumping shader version again, unintentionally polluted DDC previously.
	#lockdown Gil.Gribb
	#jira UE-30329

Change 2967183 on 2016/05/05 by Gil.Gribb

	UE4 - Fixed a bad hash on landscape grass components. Simple, safe.
	#lockdown nick.penwarden

[CL 2967480 by Gil Gribb in Main branch]
2016-05-05 12:13:26 -04:00

1077 lines
33 KiB
C#

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using System.Threading;
using System.Reflection;
using System.Linq;
using System.Net.NetworkInformation;
using System.Collections;
using AutomationTool;
using UnrealBuildTool;
/// <summary>
/// Helper command to run a game.
/// </summary>
/// <remarks>
/// Uses the following command line params:
/// -cooked
/// -cookonthefly
/// -dedicatedserver
/// -win32
/// -noclient
/// -logwindow
/// </remarks>
public partial class Project : CommandUtils
{
#region Fields
/// <summary>
/// Thread used to read client log file.
/// </summary>
private static Thread ClientLogReaderThread = null;
/// <summary>
/// Process for the server, can be set by the cook command when a cook on the fly server is used
/// </summary>
public static ProcessResult ServerProcess;
#endregion
#region Run Command
// debug commands for the engine to crash
public static string[] CrashCommands =
{
"crash",
"CHECK",
"GPF",
"ASSERT",
"ENSURE",
"RENDERCRASH",
"RENDERCHECK",
"RENDERGPF",
"THREADCRASH",
"THREADCHECK",
"THREADGPF",
};
/// <summary>
/// For not-installed runs, returns a temp log folder to make sure it doesn't fall into sandbox paths
/// </summary>
/// <returns></returns>
private static string GetLogFolderOutsideOfSandbox()
{
return GlobalCommandLine.Installed ?
CmdEnv.LogFolder :
CombinePaths(Path.GetTempPath(), CommandUtils.EscapePath(CmdEnv.LocalRoot), "Logs");
}
/// <summary>
/// Fot not-installed runs, copies all logs from the temp log folder back to the UAT log folder.
/// </summary>
private static void CopyLogsBackToLogFolder()
{
if (!GlobalCommandLine.Installed)
{
var LogFolderOutsideOfSandbox = GetLogFolderOutsideOfSandbox();
var TempLogFiles = FindFiles_NoExceptions("*", false, LogFolderOutsideOfSandbox);
foreach (var LogFilename in TempLogFiles)
{
var DestFilename = CombinePaths(CmdEnv.LogFolder, Path.GetFileName(LogFilename));
CopyFile_NoExceptions(LogFilename, DestFilename);
}
}
}
public static void Run(ProjectParams Params)
{
Params.ValidateAndLog();
if (!Params.Run)
{
return;
}
Log("********** RUN COMMAND STARTED **********");
var LogFolderOutsideOfSandbox = GetLogFolderOutsideOfSandbox();
if (!GlobalCommandLine.Installed && ServerProcess == null)
{
// In the installed runs, this is the same folder as CmdEnv.LogFolder so delete only in not-installed
DeleteDirectory(LogFolderOutsideOfSandbox);
CreateDirectory(LogFolderOutsideOfSandbox);
}
var ServerLogFile = CombinePaths(LogFolderOutsideOfSandbox, "Server.log");
var ClientLogFile = CombinePaths(LogFolderOutsideOfSandbox, Params.EditorTest ? "Editor.log" : "Client.log");
try
{
RunInternal(Params, ServerLogFile, ClientLogFile);
}
catch
{
throw;
}
finally
{
CopyLogsBackToLogFolder();
}
Log("********** RUN COMMAND COMPLETED **********");
}
private static void RunInternal(ProjectParams Params, string ServerLogFile, string ClientLogFile)
{
// Setup server process if required.
if (Params.DedicatedServer && !Params.SkipServer)
{
if (Params.ServerTargetPlatforms.Count > 0)
{
UnrealTargetPlatform ServerPlatform = Params.ServerTargetPlatforms[0];
ServerProcess = RunDedicatedServer(Params, ServerLogFile, Params.RunCommandline);
// With dedicated server, the client connects to local host to load a map.
if (ServerPlatform == UnrealTargetPlatform.Linux)
{
Params.MapToRun = Params.ServerDeviceAddress;
}
else
{
Params.MapToRun = "127.0.0.1";
}
}
else
{
throw new AutomationException("Failed to run, server target platform not specified");
}
}
else if (Params.FileServer && !Params.SkipServer)
{
ServerProcess = RunFileServer(Params, ServerLogFile, Params.RunCommandline);
}
if (ServerProcess != null)
{
Log("Waiting a few seconds for the server to start...");
Thread.Sleep(5000);
}
if (!Params.NoClient)
{
Log("Starting Client....");
var SC = CreateDeploymentContext(Params, false);
ERunOptions ClientRunFlags;
string ClientApp;
string ClientCmdLine;
SetupClientParams(SC, Params, ClientLogFile, out ClientRunFlags, out ClientApp, out ClientCmdLine);
// Run the client.
if (ServerProcess != null)
{
RunClientWithServer(SC, ServerLogFile, ServerProcess, ClientApp, ClientCmdLine, ClientRunFlags, ClientLogFile, Params);
}
else
{
RunStandaloneClient(SC, ClientLogFile, ClientRunFlags, ClientApp, ClientCmdLine, Params);
}
}
}
#endregion
#region Client
private static void RunStandaloneClient(List<DeploymentContext> DeployContextList, string ClientLogFile, ERunOptions ClientRunFlags, string ClientApp, string ClientCmdLine, ProjectParams Params)
{
if (Params.Unattended)
{
string LookFor = "Bringing up level for play took";
bool bCommandlet = false;
if (Params.RunAutomationTest != "")
{
LookFor = "Automation Test Succeeded";
}
else if (Params.RunAutomationTests)
{
LookFor = "Automation Test Queue Empty";
}
else if (Params.EditorTest)
{
LookFor = "Asset discovery search completed in";
}
// If running a commandlet, just detect a normal exit
else if (ClientCmdLine.IndexOf("-run=", StringComparison.InvariantCultureIgnoreCase) >= 0)
{
LookFor = "Game engine shut down";
bCommandlet = true;
}
{
string AllClientOutput = "";
int LastAutoFailIndex = -1;
ProcessResult ClientProcess = null;
FileStream ClientProcessLog = null;
StreamReader ClientLogReader = null;
Log("Starting Client for unattended test....");
ClientProcess = Run(ClientApp, ClientCmdLine + " -FORCELOGFLUSH -testexit=\"" + LookFor + "\"", null, ClientRunFlags | ERunOptions.NoWaitForExit);
while (!FileExists(ClientLogFile) && !ClientProcess.HasExited)
{
Log("Waiting for client logging process to start...{0}", ClientLogFile);
Thread.Sleep(2000);
}
if (FileExists(ClientLogFile))
{
Thread.Sleep(2000);
Log("Client logging process started...{0}", ClientLogFile);
ClientProcessLog = File.Open(ClientLogFile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
ClientLogReader = new StreamReader(ClientProcessLog);
}
if (ClientLogReader == null)
{
throw new AutomationException("Client exited without creating a log file.");
}
bool bKeepReading = true;
bool WelcomedCorrectly = false;
bool bClientExited = false;
DateTime ExitTime = DateTime.UtcNow;
while (bKeepReading)
{
if (!bClientExited && ClientProcess.HasExited)
{
ExitTime = DateTime.UtcNow;
bClientExited = true;
}
string ClientOutput = ClientLogReader.ReadToEnd();
if (!String.IsNullOrEmpty(ClientOutput))
{
if (bClientExited)
{
ExitTime = DateTime.UtcNow; // as long as it is spewing, we reset the timer
}
AllClientOutput += ClientOutput;
Console.Write(ClientOutput);
if (AllClientOutput.LastIndexOf(LookFor) > AllClientOutput.IndexOf(LookFor))
{
WelcomedCorrectly = true;
Log("Test complete...");
bKeepReading = false;
}
else if (Params.RunAutomationTests)
{
int FailIndex = AllClientOutput.LastIndexOf("Automation Test Failed");
int ParenIndex = AllClientOutput.LastIndexOf(")");
if (FailIndex >= 0 && ParenIndex > FailIndex && FailIndex > LastAutoFailIndex)
{
string Tail = AllClientOutput.Substring(FailIndex);
int CloseParenIndex = Tail.IndexOf(")");
int OpenParenIndex = Tail.IndexOf("(");
string Test = "";
if (OpenParenIndex >= 0 && CloseParenIndex > OpenParenIndex)
{
Test = Tail.Substring(OpenParenIndex + 1, CloseParenIndex - OpenParenIndex - 1);
LogError("Automated test failed ({0}).", Test);
LastAutoFailIndex = FailIndex;
}
}
}
// Detect commandlet failure
else if (bCommandlet)
{
const string ResultLog = "Commandlet->Main return this error code: ";
int ResultStart = AllClientOutput.LastIndexOf(ResultLog);
int ResultValIdx = ResultStart + ResultLog.Length;
if (ResultStart >= 0 && ResultValIdx < AllClientOutput.Length &&
AllClientOutput.Substring(ResultValIdx, 1) == "1")
{
// Parse the full commandlet warning/error summary
string FullSummary = "";
int SummaryStart = AllClientOutput.LastIndexOf("Warning/Error Summary");
if (SummaryStart >= 0 && SummaryStart < ResultStart)
{
FullSummary = AllClientOutput.Substring(SummaryStart, ResultStart - SummaryStart);
}
if (FullSummary.Length > 0)
{
LogError("Commandlet failed, summary:" + Environment.NewLine +
FullSummary);
}
else
{
LogError("Commandlet failed.");
}
}
}
}
else if (bClientExited && (DateTime.UtcNow - ExitTime).TotalSeconds > 30)
{
Log("Client exited and has been quiet for 30 seconds...exiting");
bKeepReading = false;
}
}
if (ClientProcess != null && !ClientProcess.HasExited)
{
Log("Client is supposed to exit, lets wait a while for it to exit naturally...");
for (int i = 0; i < 120 && !ClientProcess.HasExited; i++)
{
Thread.Sleep(1000);
}
}
if (ClientProcess != null && !ClientProcess.HasExited)
{
Log("Stopping client...");
ClientProcess.StopProcess();
Thread.Sleep(10000);
}
while (ClientLogReader != null && !ClientLogReader.EndOfStream)
{
string ClientOutput = ClientLogReader.ReadToEnd();
if (!String.IsNullOrEmpty(ClientOutput))
{
Console.Write(ClientOutput);
}
}
if (!WelcomedCorrectly)
{
throw new AutomationException("Client exited before we asked it to.");
}
}
}
else
{
var SC = DeployContextList[0];
ProcessResult ClientProcess = SC.StageTargetPlatform.RunClient(ClientRunFlags, ClientApp, ClientCmdLine, Params);
if (ClientProcess != null)
{
// If the client runs without StdOut redirect we're going to read the log output directly from log file on
// a separate thread.
if ((ClientRunFlags & ERunOptions.NoStdOutRedirect) == ERunOptions.NoStdOutRedirect)
{
ClientLogReaderThread = new System.Threading.Thread(ClientLogReaderProc);
ClientLogReaderThread.Start(new object[] { ClientLogFile, ClientProcess });
}
do
{
Thread.Sleep(100);
}
while (ClientProcess.HasExited == false);
SC.StageTargetPlatform.PostRunClient(ClientProcess, Params);
// any non-zero exit code should propagate an exception. The Virtual function above may have
// already thrown a more specific exception or given a more specific ErrorCode, but this catches the rest.
if (ClientProcess.ExitCode != 0)
{
throw new AutomationException("Client exited with error code: " + ClientProcess.ExitCode);
}
}
}
}
private static void RunClientWithServer(List<DeploymentContext> DeployContextList, string ServerLogFile, ProcessResult ServerProcess, string ClientApp, string ClientCmdLine, ERunOptions ClientRunFlags, string ClientLogFile, ProjectParams Params)
{
ProcessResult ClientProcess = null;
var OtherClients = new List<ProcessResult>();
bool WelcomedCorrectly = false;
int NumClients = Params.NumClients;
string AllClientOutput = "";
int LastAutoFailIndex = -1;
if (Params.Unattended)
{
string LookFor = "Bringing up level for play took";
if (Params.DedicatedServer)
{
LookFor = "Welcomed by server";
}
else if (Params.RunAutomationTest != "")
{
LookFor = "Automation Test Succeeded";
}
else if (Params.RunAutomationTests)
{
LookFor = "Automation Test Queue Empty";
}
{
while (!FileExists(ServerLogFile) && !ServerProcess.HasExited)
{
Log("Waiting for logging process to start...");
Thread.Sleep(2000);
}
Thread.Sleep(1000);
string AllServerOutput = "";
using (FileStream ProcessLog = File.Open(ServerLogFile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
StreamReader LogReader = new StreamReader(ProcessLog);
bool bKeepReading = true;
FileStream ClientProcessLog = null;
StreamReader ClientLogReader = null;
// Read until the process has exited.
while (!ServerProcess.HasExited && bKeepReading)
{
while (!LogReader.EndOfStream && bKeepReading && ClientProcess == null)
{
string Output = LogReader.ReadToEnd();
if (!String.IsNullOrEmpty(Output))
{
AllServerOutput += Output;
if (ClientProcess == null &&
(AllServerOutput.Contains("Game Engine Initialized") || AllServerOutput.Contains("Unreal Network File Server is ready")))
{
Log("Starting Client for unattended test....");
ClientProcess = Run(ClientApp, ClientCmdLine + " -FORCELOGFLUSH -testexit=\"" + LookFor + "\"", null, ClientRunFlags | ERunOptions.NoWaitForExit);
//@todo no testing is done on these
if (NumClients > 1 && NumClients < 9)
{
for (int i = 1; i < NumClients; i++)
{
Log("Starting Extra Client....");
OtherClients.Add(Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit));
}
}
while (!FileExists(ClientLogFile) && !ClientProcess.HasExited)
{
Log("Waiting for client logging process to start...{0}", ClientLogFile);
Thread.Sleep(2000);
}
if (!ClientProcess.HasExited)
{
Thread.Sleep(2000);
Log("Client logging process started...{0}", ClientLogFile);
ClientProcessLog = File.Open(ClientLogFile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
ClientLogReader = new StreamReader(ClientProcessLog);
}
}
else if (ClientProcess == null && !ServerProcess.HasExited)
{
Log("Waiting for server to start....");
Thread.Sleep(2000);
}
if (ClientProcess != null && ClientProcess.HasExited)
{
ServerProcess.StopProcess();
throw new AutomationException("Client exited before we asked it to.");
}
}
}
if (ClientLogReader != null)
{
if (ClientProcess.HasExited)
{
ServerProcess.StopProcess();
throw new AutomationException("Client exited or closed the log before we asked it to.");
}
while (!ClientProcess.HasExited && !ServerProcess.HasExited && bKeepReading)
{
while (!ClientLogReader.EndOfStream && bKeepReading && !ServerProcess.HasExited && !ClientProcess.HasExited)
{
string ClientOutput = ClientLogReader.ReadToEnd();
if (!String.IsNullOrEmpty(ClientOutput))
{
AllClientOutput += ClientOutput;
Console.Write(ClientOutput);
if (AllClientOutput.LastIndexOf(LookFor) > AllClientOutput.IndexOf(LookFor))
{
if (Params.FakeClient)
{
Log("Welcomed by server or client loaded, lets wait ten minutes...");
Thread.Sleep(60000 * 10);
}
else
{
Log("Welcomed by server or client loaded, lets wait 30 seconds...");
Thread.Sleep(30000);
}
WelcomedCorrectly = true;
bKeepReading = false;
}
else if (Params.RunAutomationTests)
{
int FailIndex = AllClientOutput.LastIndexOf("Automation Test Failed");
int ParenIndex = AllClientOutput.LastIndexOf(")");
if (FailIndex >= 0 && ParenIndex > FailIndex && FailIndex > LastAutoFailIndex)
{
string Tail = AllClientOutput.Substring(FailIndex);
int CloseParenIndex = Tail.IndexOf(")");
int OpenParenIndex = Tail.IndexOf("(");
string Test = "";
if (OpenParenIndex >= 0 && CloseParenIndex > OpenParenIndex)
{
Test = Tail.Substring(OpenParenIndex + 1, CloseParenIndex - OpenParenIndex - 1);
LogError("Automated test failed ({0}).", Test);
LastAutoFailIndex = FailIndex;
}
}
}
}
}
}
}
}
}
}
}
else
{
LogFileReaderProcess(ServerLogFile, ServerProcess, (string Output) =>
{
bool bKeepReading = true;
if (ClientProcess == null && !String.IsNullOrEmpty(Output))
{
AllClientOutput += Output;
if (ClientProcess == null && (AllClientOutput.Contains("Game Engine Initialized") || AllClientOutput.Contains("Unreal Network File Server is ready")))
{
Log("Starting Client....");
var SC = DeployContextList[0];
ClientProcess = SC.StageTargetPlatform.RunClient(ClientRunFlags | ERunOptions.NoWaitForExit, ClientApp, ClientCmdLine, Params);
// ClientProcess = Run(ClientApp, ClientCmdLine, null, ClientRunFlags | ERunOptions.NoWaitForExit);
if (NumClients > 1 && NumClients < 9)
{
for (int i = 1; i < NumClients; i++)
{
Log("Starting Extra Client....");
ProcessResult NewClient = SC.StageTargetPlatform.RunClient(ClientRunFlags | ERunOptions.NoWaitForExit, ClientApp, ClientCmdLine, Params);
OtherClients.Add(NewClient);
}
}
}
}
else if (ClientProcess == null && !ServerProcess.HasExited)
{
Log("Waiting for server to start....");
Thread.Sleep(2000);
}
if (String.IsNullOrEmpty(Output) == false)
{
Console.Write(Output);
}
if (ClientProcess != null && ClientProcess.HasExited)
{
Log("Client exited, stopping server....");
if (!GlobalCommandLine.NoKill)
{
ServerProcess.StopProcess();
}
bKeepReading = false;
}
return bKeepReading; // Keep reading
});
}
Log("Server exited....");
if (ClientProcess != null && !ClientProcess.HasExited)
{
ClientProcess.StopProcess();
}
foreach (var OtherClient in OtherClients)
{
if (OtherClient != null && !OtherClient.HasExited)
{
OtherClient.StopProcess();
}
}
if (Params.Unattended)
{
if (!WelcomedCorrectly)
{
throw new AutomationException("Server or client exited before we asked it to.");
}
}
}
private static void SetupClientParams(List<DeploymentContext> DeployContextList, ProjectParams Params, string ClientLogFile, out ERunOptions ClientRunFlags, out string ClientApp, out string ClientCmdLine)
{
if (Params.ClientTargetPlatforms.Count == 0)
{
throw new AutomationException("No ClientTargetPlatform set for SetupClientParams.");
}
// var DeployContextList = CreateDeploymentContext(Params, false);
if (DeployContextList.Count == 0)
{
throw new AutomationException("No DeployContextList for SetupClientParams.");
}
var SC = DeployContextList[0];
// Get client app name and command line.
ClientRunFlags = ERunOptions.AllowSpew | ERunOptions.AppMustExist;
ClientApp = "";
ClientCmdLine = "";
string TempCmdLine = "";
var PlatformName = Params.ClientTargetPlatforms[0].ToString();
if (Params.Cook || Params.CookOnTheFly)
{
List<string> Exes = SC.StageTargetPlatform.GetExecutableNames(SC, true);
ClientApp = Exes[0];
if (SC.StageTargetPlatform.PlatformType != UnrealTargetPlatform.IOS)
{
TempCmdLine += SC.ProjectArgForCommandLines + " ";
}
TempCmdLine += Params.MapToRun + " ";
if (Params.CookOnTheFly || Params.FileServer)
{
TempCmdLine += "-filehostip=";
bool FirstParam = true;
if (UnrealBuildTool.BuildHostPlatform.Current.Platform == UnrealTargetPlatform.Mac)
{
NetworkInterface[] Interfaces = NetworkInterface.GetAllNetworkInterfaces();
foreach (NetworkInterface adapter in Interfaces)
{
if (adapter.NetworkInterfaceType != NetworkInterfaceType.Loopback)
{
IPInterfaceProperties IP = adapter.GetIPProperties();
for (int Index = 0; Index < IP.UnicastAddresses.Count; ++Index)
{
if (IP.UnicastAddresses[Index].IsDnsEligible && IP.UnicastAddresses[Index].Address.AddressFamily == System.Net.Sockets.AddressFamily.InterNetwork)
{
if (!IsNullOrEmpty(Params.Port))
{
foreach (var Port in Params.Port)
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
string[] PortProtocol = Port.Split(new char[] { ':' });
if (PortProtocol.Length > 1)
{
TempCmdLine += String.Format("{0}://{1}:{2}", PortProtocol[0], IP.UnicastAddresses[Index].Address.ToString(), PortProtocol[1]);
}
else
{
TempCmdLine += IP.UnicastAddresses[Index].Address.ToString();
TempCmdLine += ":";
TempCmdLine += Params.Port;
}
}
}
else
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
// use default port
TempCmdLine += IP.UnicastAddresses[Index].Address.ToString();
}
}
}
}
}
}
else
{
NetworkInterface[] Interfaces = NetworkInterface.GetAllNetworkInterfaces();
foreach (NetworkInterface adapter in Interfaces)
{
if (adapter.OperationalStatus == OperationalStatus.Up)
{
IPInterfaceProperties IP = adapter.GetIPProperties();
for (int Index = 0; Index < IP.UnicastAddresses.Count; ++Index)
{
if (IP.UnicastAddresses[Index].IsDnsEligible)
{
if (!IsNullOrEmpty(Params.Port))
{
foreach (var Port in Params.Port)
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
string[] PortProtocol = Port.Split(new char[] { ':' });
if (PortProtocol.Length > 1)
{
TempCmdLine += String.Format("{0}://{1}:{2}", PortProtocol[0], IP.UnicastAddresses[Index].Address.ToString(), PortProtocol[1]);
}
else
{
TempCmdLine += IP.UnicastAddresses[Index].Address.ToString();
TempCmdLine += ":";
TempCmdLine += Params.Port;
}
}
}
else
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
// use default port
TempCmdLine += IP.UnicastAddresses[Index].Address.ToString();
}
}
}
}
}
}
const string LocalHost = "127.0.0.1";
if (!IsNullOrEmpty(Params.Port))
{
foreach (var Port in Params.Port)
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
string[] PortProtocol = Port.Split(new char[] { ':' });
if (PortProtocol.Length > 1)
{
TempCmdLine += String.Format("{0}://{1}:{2}", PortProtocol[0], LocalHost, PortProtocol[1]);
}
else
{
TempCmdLine += LocalHost;
TempCmdLine += ":";
TempCmdLine += Params.Port;
}
}
}
else
{
if (!FirstParam)
{
TempCmdLine += "+";
}
FirstParam = false;
// use default port
TempCmdLine += LocalHost;
}
TempCmdLine += " ";
if (Params.CookOnTheFlyStreaming)
{
TempCmdLine += "-streaming ";
}
else if (SC.StageTargetPlatform.PlatformType != UnrealTargetPlatform.IOS)
{
// per josh, allowcaching is deprecated/doesn't make sense for iOS.
TempCmdLine += "-allowcaching ";
}
}
else if (Params.UsePak(SC.StageTargetPlatform) || Params.SignedPak)
{
if (Params.SignedPak)
{
TempCmdLine += "-signedpak ";
}
else
{
TempCmdLine += "-pak ";
}
}
else if (!Params.Stage)
{
var SandboxPath = CombinePaths(SC.RuntimeProjectRootDir, "Saved", "Cooked", SC.CookPlatform);
if (!SC.StageTargetPlatform.LaunchViaUFE)
{
TempCmdLine += "-sandbox=" + CommandUtils.MakePathSafeToUseWithCommandLine(SandboxPath) + " ";
}
else
{
TempCmdLine += "-sandbox=\'" + SandboxPath + "\' ";
}
}
}
else
{
ClientApp = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries", PlatformName, "UE4Editor.exe");
TempCmdLine += SC.ProjectArgForCommandLines + " ";
if (!Params.EditorTest)
{
TempCmdLine += "-game " + Params.MapToRun + " ";
}
else
{
TempCmdLine += Params.MapToRun + " ";
}
}
if (Params.LogWindow)
{
// Without NoStdOutRedirect '-log' doesn't log anything to the window
ClientRunFlags |= ERunOptions.NoStdOutRedirect;
TempCmdLine += "-log ";
}
else
{
TempCmdLine += "-stdout ";
}
if (Params.Unattended)
{
TempCmdLine += "-unattended ";
}
if (IsBuildMachine || Params.Unattended)
{
TempCmdLine += "-buildmachine ";
}
if (Params.CrashIndex > 0)
{
int RealIndex = Params.CrashIndex - 1;
if (RealIndex < 0 || RealIndex >= CrashCommands.Count())
{
throw new AutomationException("CrashIndex {0} is out of range...max={1}", Params.CrashIndex, CrashCommands.Count());
}
TempCmdLine += String.Format("-execcmds=\"debug {0}\" ", CrashCommands[RealIndex]);
}
else if (Params.RunAutomationTest != "")
{
TempCmdLine += "-execcmds=\"automation list;runtests " + Params.RunAutomationTest + "\" ";
}
else if (Params.RunAutomationTests)
{
TempCmdLine += "-execcmds=\"automation list;runall\" ";
}
if (SC.StageTargetPlatform.UseAbsLog)
{
TempCmdLine += "-abslog=" + CommandUtils.MakePathSafeToUseWithCommandLine(ClientLogFile) + " ";
}
if (SC.StageTargetPlatform.PlatformType != UnrealTargetPlatform.IOS)
{
TempCmdLine += "-Messaging -nomcp -Windowed ";
}
else
{
// skip arguments which don't make sense for iOS
TempCmdLine += "-Messaging -nomcp ";
}
if (Params.NullRHI && SC.StageTargetPlatform.PlatformType != UnrealTargetPlatform.Mac) // all macs have GPUs, and currently the mac dies with nullrhi
{
TempCmdLine += "-nullrhi ";
}
if (Params.Deploy && !Params.CookOnTheFly && (SC.StageTargetPlatform.PlatformType == UnrealTargetPlatform.PS4))
{
TempCmdLine += "-deployedbuild ";
}
TempCmdLine += "-CrashForUAT ";
TempCmdLine += Params.RunCommandline;
// todo: move this into the platform
if (SC.StageTargetPlatform.LaunchViaUFE)
{
ClientCmdLine = "-run=Launch ";
ClientCmdLine += "-Device=" + Params.Device + " ";
ClientCmdLine += "-Exe=\"" + ClientApp + "\" ";
ClientCmdLine += "-Targetplatform=" + Params.ClientTargetPlatforms[0].ToString() + " ";
ClientCmdLine += "-Params=\"" + TempCmdLine + "\"";
ClientApp = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/Win64/UnrealFrontend.exe");
Log("Launching via UFE:");
Log("\tClientCmdLine: " + ClientCmdLine + "");
}
else
{
ClientCmdLine = TempCmdLine;
}
}
#endregion
#region Client Thread
private static void ClientLogReaderProc(object ArgsContainer)
{
var Args = ArgsContainer as object[];
var ClientLogFile = (string)Args[0];
var ClientProcess = (ProcessResult)Args[1];
LogFileReaderProcess(ClientLogFile, ClientProcess, (string Output) =>
{
if (String.IsNullOrEmpty(Output) == false)
{
Log(Output);
}
return true;
});
}
#endregion
#region Servers
private static ProcessResult RunDedicatedServer(ProjectParams Params, string ServerLogFile, string AdditionalCommandLine)
{
ProjectParams ServerParams = new ProjectParams(Params);
ServerParams.Device = Params.ServerDevice;
if (ServerParams.ServerTargetPlatforms.Count == 0)
{
throw new AutomationException("No ServerTargetPlatform set for RunDedicatedServer.");
}
var DeployContextList = CreateDeploymentContext(ServerParams, true);
if (DeployContextList.Count == 0)
{
throw new AutomationException("No DeployContextList for RunDedicatedServer.");
}
var SC = DeployContextList[0];
var ServerApp = CombinePaths(CmdEnv.LocalRoot, "Engine/Binaries/Win64/UE4Editor.exe");
if (ServerParams.Cook)
{
List<string> Exes = SC.StageTargetPlatform.GetExecutableNames(SC);
ServerApp = Exes[0];
}
var Args = ServerParams.Cook ? "" : (SC.ProjectArgForCommandLines + " ");
Console.WriteLine(Params.ServerDeviceAddress);
UnrealTargetPlatform ServerPlatform = ServerParams.ServerTargetPlatforms[0];
if (ServerParams.Cook && ServerPlatform == UnrealTargetPlatform.Linux && !String.IsNullOrEmpty(ServerParams.ServerDeviceAddress))
{
ServerApp = @"C:\Windows\system32\cmd.exe";
string plinkPath = CombinePaths(Environment.GetEnvironmentVariable("LINUX_ROOT"), "bin/PLINK.exe ");
string exePath = CombinePaths(SC.ShortProjectName, "Binaries", ServerPlatform.ToString(), SC.ShortProjectName + "Server");
if (ServerParams.ServerConfigsToBuild[0] != UnrealTargetConfiguration.Development)
{
exePath += "-" + ServerPlatform.ToString() + "-" + ServerParams.ServerConfigsToBuild[0].ToString();
}
exePath = CombinePaths("LinuxServer", exePath.ToLower()).Replace("\\", "/");
Args = String.Format("/k {0} -batch -ssh -t -i {1} {2}@{3} {4} {5} {6} -server -Messaging", plinkPath, ServerParams.DevicePassword, ServerParams.DeviceUsername, ServerParams.ServerDeviceAddress, exePath, Args, ServerParams.MapToRun);
}
else
{
var Map = ServerParams.MapToRun;
if (!String.IsNullOrEmpty(ServerParams.AdditionalServerMapParams))
{
Map += ServerParams.AdditionalServerMapParams;
}
if (Params.FakeClient)
{
Map += "?fake";
}
Args += String.Format("{0} -server -abslog={1} -unattended -FORCELOGFLUSH -log -Messaging -nomcp", Map, CommandUtils.MakePathSafeToUseWithCommandLine(ServerLogFile));
}
if (ServerParams.UsePak(SC.StageTargetPlatform) || ServerParams.SignedPak)
{
if (ServerParams.SignedPak)
{
Args += " -signedpak";
}
else
{
Args += " -pak";
}
}
if (IsBuildMachine || Params.Unattended)
{
Args += " -buildmachine";
}
Args += " -CrashForUAT";
Args += " " + AdditionalCommandLine;
if (ServerParams.Cook && ServerPlatform == UnrealTargetPlatform.Linux && !String.IsNullOrEmpty(ServerParams.ServerDeviceAddress))
{
Args += String.Format(" 2>&1 > {0}", ServerLogFile);
}
PushDir(Path.GetDirectoryName(ServerApp));
var Result = Run(ServerApp, Args, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
PopDir();
return Result;
}
private static ProcessResult RunCookOnTheFlyServer(FileReference ProjectName, string ServerLogFile, string TargetPlatform, string AdditionalCommandLine)
{
var ServerApp = HostPlatform.Current.GetUE4ExePath("UE4Editor.exe");
var Args = String.Format("{0} -run=cook -cookonthefly -unattended -CrashForUAT -FORCELOGFLUSH -log",
CommandUtils.MakePathSafeToUseWithCommandLine(ProjectName.FullName));
if (!String.IsNullOrEmpty(ServerLogFile))
{
Args += " -abslog=" + CommandUtils.MakePathSafeToUseWithCommandLine(ServerLogFile);
}
if (IsBuildMachine)
{
Args += " -buildmachine";
}
Args += " " + AdditionalCommandLine;
// Run the server (Without NoStdOutRedirect -log doesn't log anything to the window)
PushDir(Path.GetDirectoryName(ServerApp));
var Result = Run(ServerApp, Args, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
PopDir();
return Result;
}
private static ProcessResult RunFileServer(ProjectParams Params, string ServerLogFile, string AdditionalCommandLine)
{
#if false
// this section of code would provide UFS with a more accurate file mapping
var SC = new StagingContext(Params, false);
CreateStagingManifest(SC);
MaybeConvertToLowerCase(Params, SC);
var UnrealFileServerResponseFile = new List<string>();
foreach (var Pair in SC.UFSStagingFiles)
{
string Src = Pair.Key;
string Dest = Pair.Value;
Dest = CombinePaths(PathSeparator.Slash, SC.UnrealFileServerInternalRoot, Dest);
UnrealFileServerResponseFile.Add("\"" + Src + "\" \"" + Dest + "\"");
}
string UnrealFileServerResponseFileName = CombinePaths(CmdEnv.LogFolder, "UnrealFileServerList.txt");
File.WriteAllLines(UnrealFileServerResponseFileName, UnrealFileServerResponseFile);
#endif
var UnrealFileServerExe = HostPlatform.Current.GetUE4ExePath("UnrealFileServer.exe");
Log("Running UnrealFileServer *******");
var Args = String.Format("{0} -abslog={1} -unattended -CrashForUAT -FORCELOGFLUSH -log {2}",
CommandUtils.MakePathSafeToUseWithCommandLine(Params.RawProjectPath.FullName),
CommandUtils.MakePathSafeToUseWithCommandLine(ServerLogFile),
AdditionalCommandLine);
if (IsBuildMachine)
{
Args += " -buildmachine";
}
PushDir(Path.GetDirectoryName(UnrealFileServerExe));
var Result = Run(UnrealFileServerExe, Args, null, ERunOptions.AllowSpew | ERunOptions.NoWaitForExit | ERunOptions.AppMustExist | ERunOptions.NoStdOutRedirect);
PopDir();
return Result;
}
#endregion
}