Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Scripts/RunProjectCommand.Automation.cs
Luke Thatcher 42f1c1f96b Copying //UE4/Dev-Console to //UE4/Dev-Main (Source: //UE4/Dev-Console @ 3483086)
#lockdown Nick.Penwarden
#rb none

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

Change 3389969 on 2017/04/12 by Guillaume.Abadie

	Implements FDebug::DumpStackTraceToLog() debugging utility.

Change 3391579 on 2017/04/12 by Joe.Barnes

	Fix minor spacing issue.

Change 3402629 on 2017/04/20 by Ben.Marsh

	Build: Remove job to populate the DDC. Trying out a new system for this.

Change 3417501 on 2017/05/01 by Joe.Barnes

	IWYU - Missing #include files.

Change 3419927 on 2017/05/02 by Joe.Barnes

	- Support custom LOD for shadow map generation only (r.ForceLODShadow)
	- New #define to expose forceLOD and forceLODShadow also in Test/Ship builds (#define EXPOSE_FORCE_LOD 1 in RenderCore.cpp). Not exposed by default.

Change 3420964 on 2017/05/03 by Jonathan.Fitzpatrick

	Fixed null dereference of LineBatcher when using DrawDebugSphere and DrawDebugAltCone
	#jira UE-30213

Change 3423470 on 2017/05/04 by Luke.Thatcher

	[CONSOLE] [STREAMS] [^] Merging //UE4/Dev-Main (CL 3391974) to Dev-Console (//UE4/Dev-Console)
	 - Compile errors in Switch, to be fixed after check-in.

Change 3430410 on 2017/05/09 by Ben.Woodhouse

	Fix uninitialized local variable causing crashes in Test

	#jira UE-44832

Change 3430506 on 2017/05/09 by Josh.Adams

	- Fixed up the editor platforms' method of loading TargetSettings objects so that we don't need any manual parsing of .ini files to fill out the class defaults

Change 3434035 on 2017/05/10 by Ben.Woodhouse

	Integrate updated FortGPUTestbed from Fortnite/Main

Change 3437046 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3437259 on 2017/05/12 by Joe.Barnes

	Fix for clang producing a warning when not all specializations of a templated function are marked FORCEINLINE.
	Also, switch a specialization of BlendTransform() from a function with a check to just a declaration so compiler will catch error instead of a runtime catch.

Change 3440758 on 2017/05/16 by Ben.Woodhouse

	Simple threaded CSV Profiler
	To capture:
	- On the commandline, add -csvCaptureFrames=N to capture N frames from startup
	- On the console, use csvprofile start, csvprofile stop or csvprofile frames=N to capture a fixed number of frames
	- Instrument with CSV_SCOPED_STAT(statname), CSV_CUSTOM_STAT(statname,value).

	CSV capture is enabled in all builds except shipping
	- Please do not check in the instrumentation √ we don╞t want to pollute the engine with lots of additional instrumentation. We may add some minimal level of instrumentation at some point

Change 3440954 on 2017/05/16 by Josh.Adams

	- Cleaned up some DeviceProfiles in BaseDP.ini

Change 3443778 on 2017/05/17 by Ben.Woodhouse

	Aliasing for transient resources + new high level API

	Changelists integrated:
	3368830
	3368887
	3377762
	3377763
	3379513
	3381840
	3382046
	3382138
	3385390
	3385391
	3385531
	3396613
	3388752
	3396756
	3397007
	3397059
	3397780
	3397883
	3401716
	3415179

Change 3451460 on 2017/05/22 by Ben.Woodhouse

	Fix editor crash (NULL dereference of ScreenSpaceShadowTexture) when moving the camera around in tm-shadermodels, probably fallout from the VRAM aliasing merge. Not sure if this is the correct fix, but it prevents the crash for now

Change 3451601 on 2017/05/22 by Josh.Adams

	- Track idle time from MaxTickRate, so that stat unit is accurate on Game: thread

Change 3452025 on 2017/05/22 by Ben.Woodhouse

	Integrate (as edit) CL 3378734 (editor crash fix)
	Also add a check for null in LightFunctionRendering.cpp

Change 3452389 on 2017/05/22 by Josh.Adams

	- Replaced POCulturePluralForms with a static array, instead of TMapBuilder (was blowing stack or similar on Switch Debug). Code courtesy of Jamie Dale.

Change 3452758 on 2017/05/22 by Joe.Barnes

	Add FindFirstClearBit() and FindFirstSetBit() to TStaticBitArray.

Change 3455889 on 2017/05/23 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3453436 to //UE4/Dev-Console/...

Change 3458654 on 2017/05/25 by Joe.Conley

	Attempting to fix Static Analysis warning.

Change 3462710 on 2017/05/26 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3461688 to //UE4/Dev-Console/...

Change 3471711 on 2017/06/02 by Jonathan.Fitzpatrick

	Updating MallocProfiler to use the accessor for OnOutOfMemory delegate to conform with change made in CL 3415996.

Change 3473813 on 2017/06/05 by Ben.Woodhouse

	Fix streaming visibility logic bug reported on UDN

	#jira UE-43892

Change 3475298 on 2017/06/06 by Luke.Thatcher

	[CONSOLE] [!] Fix RHITransitionResources crash with more than 16 textures.
	 - Old command had a fixed sized array of 16 textures that would overflow.
	 - New command allocates an array of texture pointers inline in the command list, so any number is supported.

	#jira UE-45625

Change 3476776 on 2017/06/06 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3475908

Change 3479083 on 2017/06/07 by Ben.Woodhouse

	Integrate as edit CL 3467315 from dev-animphys:
	From Alexis Matte.
	Ensure SectionMap is fixed up for old entries that are no longer valid.

	#JIRA UE-45438

	#jira UE-45735

Change 3480576 on 2017/06/08 by Ben.Woodhouse

	Integrate from //UE4/Main/...@3480024 to //UE4/Dev-Console/...

[CL 3483258 by Luke Thatcher in Main branch]
2017-06-09 17:44:13 -04:00

1097 lines
34 KiB
C#

// Copyright 1998-2017 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 IProcessResult 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)
{
TargetPlatformDescriptor ServerPlatformDesc = Params.ServerTargetPlatforms[0];
ServerProcess = RunDedicatedServer(Params, ServerLogFile, Params.RunCommandline);
// With dedicated server, the client connects to local host to load a map, unless client parameters are already specified
if (String.IsNullOrEmpty(Params.ClientCommandline))
{
if (!String.IsNullOrEmpty(Params.ServerDeviceAddress))
{
Params.ClientCommandline = Params.ServerDeviceAddress;
}
else
{
Params.ClientCommandline = "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;
IProcessResult ClientProcess = null;
FileStream ClientProcessLog = null;
StreamReader ClientLogReader = null;
Log("Starting Client for unattended test....");
ClientProcess = Run(ClientApp, ClientCmdLine + " -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.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];
IProcessResult 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, IProcessResult ServerProcess, string ClientApp, string ClientCmdLine, ERunOptions ClientRunFlags, string ClientLogFile, ProjectParams Params)
{
IProcessResult ClientProcess = null;
var OtherClients = new List<IProcessResult>();
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 + " -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 (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....");
IProcessResult 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 = SC.ProjectArgForCommandLines + " ";
var PlatformName = Params.ClientTargetPlatforms[0].ToString();
if (Params.Cook || Params.CookOnTheFly)
{
List<string> Exes = SC.StageTargetPlatform.GetExecutableNames(SC, true);
ClientApp = Exes[0];
if (!String.IsNullOrEmpty(Params.ClientCommandline))
{
TempCmdLine += Params.ClientCommandline + " ";
}
else
{
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))
{
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");
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 >= 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.Win32 || SC.StageTargetPlatform.PlatformType == UnrealTargetPlatform.Win64)
{
TempCmdLine += "-Messaging -Windowed ";
}
else
{
TempCmdLine += "-Messaging ";
}
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.Devices[0];
for (int DeviceIndex = 1; DeviceIndex < Params.Devices.Count; DeviceIndex++)
{
ClientCmdLine += "+" + Params.Devices[DeviceIndex];
}
ClientCmdLine += " ";
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 = (IProcessResult)Args[1];
LogFileReaderProcess(ClientLogFile, ClientProcess, (string Output) =>
{
if (String.IsNullOrEmpty(Output) == false)
{
Log(Output);
}
return true;
});
}
#endregion
#region Servers
private static IProcessResult RunDedicatedServer(ProjectParams Params, string ServerLogFile, string AdditionalCommandLine)
{
ProjectParams ServerParams = new ProjectParams(Params);
ServerParams.Devices = new ParamList<string>(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);
TargetPlatformDescriptor ServerPlatformDesc = ServerParams.ServerTargetPlatforms[0];
if (ServerParams.Cook && ServerPlatformDesc.Type == 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", ServerPlatformDesc.Type.ToString(), SC.ShortProjectName + "Server");
if (ServerParams.ServerConfigsToBuild[0] != UnrealTargetConfiguration.Development)
{
exePath += "-" + ServerPlatformDesc.Type.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} -log -Messaging", Map, CommandUtils.MakePathSafeToUseWithCommandLine(ServerLogFile));
if (Params.Unattended)
{
Args += " -unattended";
}
if (Params.ServerCommandline.Length > 0)
{
Args += " " + Params.ServerCommandline;
}
}
if (ServerParams.UsePak(SC.StageTargetPlatform))
{
if (ServerParams.SignedPak)
{
Args += " -signedpak";
}
else
{
Args += " -pak";
}
}
if (IsBuildMachine || Params.Unattended)
{
Args += " -buildmachine";
}
Args += " -CrashForUAT";
Args += " " + AdditionalCommandLine;
if (ServerParams.Cook && ServerPlatformDesc.Type == 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 IProcessResult 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 -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 IProcessResult 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 -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
}