You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#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]
188 lines
4.9 KiB
C#
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;
|
|
}
|
|
} |