Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Framework/Base/Gauntlet.TargetDevice.cs
jerome delattre a9a2921a21 Add support for on-demand virtual devices in Gauntlet
#jira none
#rb Josh.Engebretson, Chris.Constantinescu

#ROBOMERGE-AUTHOR: jerome.delattre
#ROBOMERGE-SOURCE: CL 18383350 in //UE5/Release-5.0/... via CL 18383354
#ROBOMERGE-BOT: STARSHIP (Release-Engine-Staging -> Release-Engine-Test) (v896-18170469)

[CL 18383363 by jerome delattre in ue5-release-engine-test branch]
2021-12-06 11:35:41 -05:00

188 lines
4.9 KiB
C#

// 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
{
/// <summary>
/// Base class for a device that is able to run applications
/// </summary>
public interface ITargetDevice : IDisposable
{
/// <summary>
/// Name of this device
/// </summary>
string Name { get; }
/// <summary>
/// Platform of this device
/// </summary>
UnrealTargetPlatform? Platform { get; }
/// <summary>
/// Options used when running processes
/// </summary>
CommandUtils.ERunOptions RunOptions { get; set; }
/// <summary>
/// Is the device available for use?
/// Note: If we are the process holding a connection then this should still return true
/// </summary>
bool IsAvailable { get; }
/// <summary>
/// Are we connected to this device?
/// </summary>
bool IsConnected { get; }
/// <summary>
/// Connect and reserve the device
/// </summary>
/// <returns></returns>
bool Connect();
/// <summary>
/// Disconnect the device.
/// </summary>
/// <param name="Force">If supported force the device into a disconnected state (e.g. kick other users) </param>
/// <returns></returns>
bool Disconnect(bool bForce=false);
/// <summary>
/// Is the device powered on?
/// TODO - Do we need to have a way of expressing whether power changes are supported
/// </summary>
bool IsOn { get; }
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool PowerOn();
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool PowerOff();
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool Reboot();
/// <summary>
/// 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.
/// </summary>
/// <returns></returns>
Dictionary<EIntendedBaseCopyDirectory, string> GetPlatformDirectoryMappings();
IAppInstall InstallApplication(UnrealAppConfig AppConfiguration);
IAppInstance Run(IAppInstall App);
string GetPackagedExecutableLocation() { return null; }
};
/// <summary>
/// Interface used by TargetDevice* classes to track spawned application running state.
/// </summary>
public interface IRunningStateOptions
{
/// <summary>
/// Whether or not to sleep after launching an app before querying for its running state.
/// </summary>
bool WaitForRunningState { get; set; }
/// <summary>
/// The number of seconds to sleep after launching an app before querying for its running state.
/// </summary>
int SecondsToRunningState { get; set; }
/// <summary>
/// Interval of time between app running state queries, in seconds.
/// </summary>
int CachedStateRefresh { get; set; }
}
/// <summary>
/// Represents a class able to provide devices
/// </summary>
public interface IDeviceSource
{
bool CanSupportPlatform(UnrealTargetPlatform? Platform);
}
/// <summary>
/// Represents a class that provides locally available devices
/// </summary>
public interface IDefaultDeviceSource : IDeviceSource
{
ITargetDevice[] GetDefaultDevices();
}
/// <summary>
/// Represents a class capable of creating devices of a specific type
/// </summary>
public interface IDeviceFactory : IDeviceSource
{
ITargetDevice CreateDevice(string InRef, string InLocalCache, string InParam=null);
}
/// <summary>
/// Represents a class that provides services for available devices
/// </summary>
public interface IDeviceService : IDeviceSource
{
void CleanupDevices();
}
/// <summary>
/// Represents a class that can provides virtual local devices
/// </summary>
public interface IVirtualLocalDevice : IDeviceSource
{
bool CanRunVirtualFromPlatform(UnrealTargetPlatform? Platfrom);
UnrealTargetPlatform? GetPlatform();
}
/// <summary>
/// Represents a class that tell what build the device support
/// </summary>
public interface IDeviceBuildSupport : IDeviceSource
{
bool CanSupportBuildType(BuildFlags Flag);
UnrealTargetPlatform? GetPlatform();
bool NeedBuildDeployed();
}
public abstract class BaseBuildSupport : IDeviceBuildSupport
{
protected virtual BuildFlags SupportedBuildTypes => BuildFlags.None;
protected virtual UnrealTargetPlatform? Platform => null;
public bool CanSupportBuildType(BuildFlags Flag)
{
return (SupportedBuildTypes & Flag) == Flag;
}
public bool CanSupportPlatform(UnrealTargetPlatform? InPlatform)
{
return Platform == InPlatform;
}
public UnrealTargetPlatform? GetPlatform()
{
return Platform;
}
public virtual bool NeedBuildDeployed() => true;
}
}