Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Platform/Windows/Gauntlet.TargetDeviceWindows.cs
Marc Audy c43360f47c Eliminate whitespace only differences between Release-Engine-Staging and Release-Engine-Test
#[fyi] Aurel.Cordonnier

#ushell-cherrypick of 18448630 by Marc.Audy
#preflight none

[CL 18483677 by Marc Audy in ue5-main branch]
2021-12-17 03:41:59 -05:00

541 lines
16 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Threading;
using AutomationTool;
using UnrealBuildTool;
using System.Text.RegularExpressions;
namespace Gauntlet
{
public abstract class LocalAppProcess : IAppInstance
{
public IProcessResult ProcessResult { get; private set; }
public bool HasExited { get { return ProcessResult.HasExited; } }
public bool WasKilled { get; protected set; }
public string StdOut { get { return string.IsNullOrEmpty(ProcessLogFile) ? ProcessResult.Output : ProcessLogOutput; } }
public int ExitCode { get { return ProcessResult.ExitCode; } }
public string CommandLine { get; private set; }
public LocalAppProcess(IProcessResult InProcess, string InCommandLine, string InProcessLogFile = null)
{
this.CommandLine = InCommandLine;
this.ProcessResult = InProcess;
this.ProcessLogFile = InProcessLogFile;
// start reader thread if logging to a file
if (!string.IsNullOrEmpty(InProcessLogFile))
{
new System.Threading.Thread(LogFileReaderThread).Start();
}
}
public int WaitForExit()
{
if (!HasExited)
{
ProcessResult.WaitForExit();
}
return ExitCode;
}
virtual public void Kill()
{
if (!HasExited)
{
WasKilled = true;
ProcessResult.ProcessObject.Kill();
}
}
/// <summary>
/// Reader thread when logging to file
/// </summary>
void LogFileReaderThread()
{
// Wait for the processes log file to be created
while (!File.Exists(ProcessLogFile) && !HasExited)
{
Thread.Sleep(2000);
}
// Check whether the process exited before log file was created (this can happen for example if a server role exits and forces client to shutdown)
if (!File.Exists(ProcessLogFile))
{
ProcessLogOutput += "Process exited before log file created";
return;
}
Thread.Sleep(1000);
using (FileStream ProcessLog = File.Open(ProcessLogFile, FileMode.Open, FileAccess.Read, FileShare.ReadWrite))
{
StreamReader LogReader = new StreamReader(ProcessLog);
// Read until the process has exited
do
{
Thread.Sleep(250);
while (!LogReader.EndOfStream)
{
string Output = LogReader.ReadToEnd();
if (Output != null)
{
ProcessLogOutput += Output;
}
}
}
while (!HasExited);
}
}
public abstract string ArtifactPath { get; }
public abstract ITargetDevice Device { get; }
string ProcessLogFile;
string ProcessLogOutput = "";
}
class WindowsAppInstance : LocalAppProcess
{
protected WindowsAppInstall Install;
public WindowsAppInstance(WindowsAppInstall InInstall, IProcessResult InProcess, string ProcessLogFile = null)
: base(InProcess, InInstall.CommandArguments, ProcessLogFile)
{
Install = InInstall;
}
public override string ArtifactPath
{
get
{
return Install.ArtifactPath;
}
}
public override ITargetDevice Device
{
get
{
return Install.Device;
}
}
}
class WindowsAppInstall : IAppInstall
{
public string Name { get; private set; }
public string WorkingDirectory;
public string ExecutablePath;
public string CommandArguments;
public string ArtifactPath;
public string ProjectName;
public TargetDeviceWindows WinDevice { get; private set; }
public ITargetDevice Device { get { return WinDevice; } }
public CommandUtils.ERunOptions RunOptions { get; set; }
public WindowsAppInstall(string InName, string InProjectName, TargetDeviceWindows InDevice)
{
Name = InName;
ProjectName = InProjectName;
WinDevice = InDevice;
CommandArguments = "";
this.RunOptions = CommandUtils.ERunOptions.NoWaitForExit;
}
public IAppInstance Run()
{
return Device.Run(this);
}
public virtual void CleanDeviceArtifacts()
{
if (!string.IsNullOrEmpty(ArtifactPath) && Directory.Exists(ArtifactPath))
{
try
{
Log.Info("Clearing actifact path {0} for {1}", ArtifactPath, Device.Name);
Directory.Delete(ArtifactPath, true);
}
catch (Exception Ex)
{
Log.Warning("Failed to delete {0}. {1}", ArtifactPath, Ex.Message);
}
}
}
}
public class Win64DeviceFactory : IDeviceFactory
{
public bool CanSupportPlatform(UnrealTargetPlatform? Platform)
{
return Platform == UnrealTargetPlatform.Win64;
}
public ITargetDevice CreateDevice(string InRef, string InCachePath, string InParam = null)
{
return new TargetDeviceWindows(InRef, InCachePath);
}
}
/// <summary>
/// Win32/64 implementation of a device to run applications
/// </summary>
public class TargetDeviceWindows : ITargetDevice
{
public string Name { get; protected set; }
protected string UserDir { get; set; }
/// <summary>
/// Our mappings of Intended directories to where they actually represent on this platform.
/// </summary>
protected Dictionary<EIntendedBaseCopyDirectory, string> LocalDirectoryMappings { get; set; }
public TargetDeviceWindows(string InName, string InCacheDir)
{
Name = InName;
LocalCachePath = InCacheDir;
RunOptions = CommandUtils.ERunOptions.NoWaitForExit | CommandUtils.ERunOptions.NoLoggingOfRunCommand;
UserDir = Path.Combine(LocalCachePath, "UserDir");
LocalDirectoryMappings = new Dictionary<EIntendedBaseCopyDirectory, string>();
}
#region IDisposable Support
private bool disposedValue = false; // To detect redundant calls
protected virtual void Dispose(bool disposing)
{
if (!disposedValue)
{
if (disposing)
{
// TODO: dispose managed state (managed objects).
}
// TODO: free unmanaged resources (unmanaged objects) and override a finalizer below.
// TODO: set large fields to null.
disposedValue = true;
}
}
// This code added to correctly implement the disposable pattern.
public void Dispose()
{
// Do not change this code. Put cleanup code in Dispose(bool disposing) above.
Dispose(true);
// TODO: uncomment the following line if the finalizer is overridden above.
// GC.SuppressFinalize(this);
}
#endregion
public CommandUtils.ERunOptions RunOptions { get; set; }
// We care about UserDir in windows as some of the roles may require files going into user instead of build dir.
public void PopulateDirectoryMappings(string BasePath, string UserDir)
{
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Build, Path.Combine(BasePath, "Build"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Binaries, Path.Combine(BasePath, "Binaries"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Config, Path.Combine(BasePath, "Saved", "Config"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Content, Path.Combine(BasePath, "Content"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Demos, Path.Combine(UserDir, "Saved", "Demos"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.PersistentDownloadDir, Path.Combine(BasePath, "Saved", "PersistentDownloadDir"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Profiling, Path.Combine(BasePath, "Saved", "Profiling"));
LocalDirectoryMappings.Add(EIntendedBaseCopyDirectory.Saved, Path.Combine(BasePath, "Saved"));
}
public IAppInstance Run(IAppInstall App)
{
WindowsAppInstall WinApp = App as WindowsAppInstall;
if (WinApp == null)
{
throw new DeviceException("AppInstance is of incorrect type!");
}
if (File.Exists(WinApp.ExecutablePath) == false)
{
throw new DeviceException("Specified path {0} not found!", WinApp.ExecutablePath);
}
IProcessResult Result = null;
string ProcessLogFile = null;
lock (Globals.MainLock)
{
string ExePath = Path.GetDirectoryName(WinApp.ExecutablePath);
string NewWorkingDir = string.IsNullOrEmpty(WinApp.WorkingDirectory) ? ExePath : WinApp.WorkingDirectory;
string OldWD = Environment.CurrentDirectory;
Environment.CurrentDirectory = NewWorkingDir;
Log.Info("Launching {0} on {1}", App.Name, ToString());
string CmdLine = WinApp.CommandArguments;
// Look in app parameters if abslog is specified, if so use it
Regex CLRegex = new Regex(@"(--?[a-zA-Z]+)[:\s=]?([A-Z]:(?:\\[\w\s-]+)+\\?(?=\s-)|\""[^\""]*\""|[^-][^\s]*)?");
foreach (Match M in CLRegex.Matches(CmdLine))
{
if (M.Groups.Count == 3 && M.Groups[1].Value == "-abslog")
{
ProcessLogFile = M.Groups[2].Value;
}
}
// explicitly set log file when not already defined
if (string.IsNullOrEmpty(ProcessLogFile))
{
string LogFolder = string.Format(@"{0}\Logs", WinApp.ArtifactPath);
if (!Directory.Exists(LogFolder))
{
Directory.CreateDirectory(LogFolder);
}
ProcessLogFile = string.Format("{0}\\{1}.log", LogFolder, WinApp.ProjectName);
CmdLine = string.Format("{0} -abslog=\"{1}\"", CmdLine, ProcessLogFile);
}
// cleanup any existing log file
try
{
if (File.Exists(ProcessLogFile))
{
File.Delete(ProcessLogFile);
}
}
catch (Exception Ex)
{
throw new AutomationException("Unable to delete existing log file {0} {1}", ProcessLogFile, Ex.Message);
}
Log.Verbose("\t{0}", CmdLine);
Result = CommandUtils.Run(WinApp.ExecutablePath, CmdLine, Options: WinApp.RunOptions | (ProcessLogFile != null ? CommandUtils.ERunOptions.NoStdOutRedirect : 0 ));
if (Result.HasExited && Result.ExitCode != 0)
{
throw new AutomationException("Failed to launch {0}. Error {1}", WinApp.ExecutablePath, Result.ExitCode);
}
Environment.CurrentDirectory = OldWD;
}
return new WindowsAppInstance(WinApp, Result, ProcessLogFile);
}
private void CopyAdditionalFiles(UnrealAppConfig AppConfig)
{
if (AppConfig.FilesToCopy != null)
{
foreach (UnrealFileToCopy FileToCopy in AppConfig.FilesToCopy)
{
string PathToCopyTo = Path.Combine(LocalDirectoryMappings[FileToCopy.TargetBaseDirectory], FileToCopy.TargetRelativeLocation);
if (File.Exists(FileToCopy.SourceFileLocation))
{
FileInfo SrcInfo = new FileInfo(FileToCopy.SourceFileLocation);
SrcInfo.IsReadOnly = false;
string DirectoryToCopyTo = Path.GetDirectoryName(PathToCopyTo);
if (!Directory.Exists(DirectoryToCopyTo))
{
Directory.CreateDirectory(DirectoryToCopyTo);
}
if (File.Exists(PathToCopyTo))
{
FileInfo ExistingFile = new FileInfo(PathToCopyTo);
ExistingFile.IsReadOnly = false;
}
SrcInfo.CopyTo(PathToCopyTo, true);
Log.Info("Copying {0} to {1}", FileToCopy.SourceFileLocation, PathToCopyTo);
}
else
{
Log.Warning("File to copy {0} not found", FileToCopy);
}
}
}
}
protected IAppInstall InstallStagedBuild(UnrealAppConfig AppConfig, StagedBuild InBuild)
{
bool SkipDeploy = Globals.Params.ParseParam("SkipDeploy");
string BuildPath = InBuild.BuildPath;
if (CanRunFromPath(BuildPath) == false)
{
string SubDir = string.IsNullOrEmpty(AppConfig.Sandbox) ? AppConfig.ProjectName : AppConfig.Sandbox;
string DestPath = Path.Combine(this.LocalCachePath, SubDir, AppConfig.ProcessType.ToString());
if (!SkipDeploy)
{
DestPath = StagedBuild.InstallBuildParallel(AppConfig, InBuild, BuildPath, DestPath, ToString());
}
else
{
Log.Info("Skipping install of {0} (-skipdeploy)", BuildPath);
}
Utils.SystemHelpers.MarkDirectoryForCleanup(DestPath);
BuildPath = DestPath;
}
WindowsAppInstall WinApp = new WindowsAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
WinApp.RunOptions = RunOptions;
// Set commandline replace any InstallPath arguments with the path we use
WinApp.CommandArguments = Regex.Replace(AppConfig.CommandLine, @"\$\(InstallPath\)", BuildPath, RegexOptions.IgnoreCase);
if (string.IsNullOrEmpty(UserDir) == false)
{
WinApp.CommandArguments += string.Format(" -userdir=\"{0}\"", UserDir);
WinApp.ArtifactPath = Path.Combine(UserDir, @"Saved");
Utils.SystemHelpers.MarkDirectoryForCleanup(UserDir);
}
else
{
// e.g d:\Unreal\GameName\Saved
WinApp.ArtifactPath = Path.Combine(BuildPath, AppConfig.ProjectName, @"Saved");
}
// clear artifact path
WinApp.CleanDeviceArtifacts();
if (LocalDirectoryMappings.Count == 0)
{
PopulateDirectoryMappings(Path.Combine(BuildPath, AppConfig.ProjectName), UserDir);
}
CopyAdditionalFiles(AppConfig);
if (Path.IsPathRooted(InBuild.ExecutablePath))
{
WinApp.ExecutablePath = InBuild.ExecutablePath;
}
else
{
// TODO - this check should be at a higher level....
string BinaryPath = Path.Combine(BuildPath, InBuild.ExecutablePath);
// check for a local newer executable
if (Globals.Params.ParseParam("dev") && AppConfig.ProcessType.UsesEditor() == false)
{
string LocalBinary = Path.Combine(Environment.CurrentDirectory, InBuild.ExecutablePath);
bool LocalFileExists = File.Exists(LocalBinary);
bool LocalFileNewer = LocalFileExists && File.GetLastWriteTime(LocalBinary) > File.GetLastWriteTime(BinaryPath);
Log.Verbose("Checking for newer binary at {0}", LocalBinary);
Log.Verbose("LocalFile exists: {0}. Newer: {1}", LocalFileExists, LocalFileNewer);
if (LocalFileExists && LocalFileNewer)
{
// need to -basedir to have our exe load content from the path
WinApp.CommandArguments += string.Format(" -basedir={0}", Path.GetDirectoryName(BinaryPath));
BinaryPath = LocalBinary;
}
}
WinApp.ExecutablePath = BinaryPath;
}
return WinApp;
}
public IAppInstall InstallApplication(UnrealAppConfig AppConfig)
{
if (AppConfig.Build is StagedBuild)
{
return InstallStagedBuild(AppConfig, AppConfig.Build as StagedBuild);
}
EditorBuild EditorBuild = AppConfig.Build as EditorBuild;
if (EditorBuild == null)
{
throw new AutomationException("Invalid build type!");
}
WindowsAppInstall WinApp = new WindowsAppInstall(AppConfig.Name, AppConfig.ProjectName, this);
WinApp.WorkingDirectory = Path.GetDirectoryName(EditorBuild.ExecutablePath);
WinApp.RunOptions = RunOptions;
// Force this to stop logs and other artifacts going to different places
WinApp.CommandArguments = AppConfig.CommandLine + string.Format(" -userdir=\"{0}\"", UserDir);
WinApp.ArtifactPath = Path.Combine(UserDir, @"Saved");
WinApp.ExecutablePath = EditorBuild.ExecutablePath;
if (LocalDirectoryMappings.Count == 0)
{
PopulateDirectoryMappings(AppConfig.ProjectFile.Directory.FullName, AppConfig.ProjectFile.Directory.FullName);
}
CopyAdditionalFiles(AppConfig);
return WinApp;
}
public bool CanRunFromPath(string InPath)
{
return !Utils.SystemHelpers.IsNetworkPath(InPath);
}
public UnrealTargetPlatform? Platform { get { return UnrealTargetPlatform.Win64; } }
public string LocalCachePath { get; private set; }
public bool IsAvailable { get { return true; } }
public bool IsConnected { get { return true; } }
public bool IsOn { get { return true; } }
public bool PowerOn() { return true; }
public bool PowerOff() { return true; }
public bool Reboot() { return true; }
public bool Connect() { return true; }
public bool Disconnect(bool bForce = false) { return true; }
public override string ToString()
{
return Name;
}
public Dictionary<EIntendedBaseCopyDirectory, string> GetPlatformDirectoryMappings()
{
if (LocalDirectoryMappings.Count == 0)
{
Log.Warning("Platform directory mappings have not been populated for this platform! This should be done within InstallApplication()");
}
return LocalDirectoryMappings;
}
}
}