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#rb None #lockdown Nick.Penwarden ============================ MAJOR FEATURES & CHANGES ============================ Change 3629223 by Rolando.Caloca DR - Rollback //UE4/Dev-Rendering/Engine/Source/Runtime/VulkanRHI to changelist 3627847 Change 3629708 by Rolando.Caloca DR - vk - Redo some changes from DevMobile 3601439 3604186 3606672 3617383 3617474 3617483 Change 3761370 by Arne.Schober DR - Added CityHash to use with conatiners and stuff. It provides good performance and high quallity across multiple platforms. Change 3761437 by Guillaume.Abadie Optimises motion blur compute shader for consoles. Change 3761483 by Guillaume.Abadie Fixes D3D11 RHI lying to dynamic resolution heuristic with t.MaxFPS. Change 3761995 by Mark.Satterthwaite Add the Metal compiler path to the local .pch filename to avoid problems when Xcode moves. Change 3761996 by Mark.Satterthwaite Emit more details when a pixel shader is found to have no outputs at all which Metal doesn't permit. More likely this is a bug in the shader compiler not configuring the in-out mask correctly... #jira UE-52292 Change 3761999 by Mark.Satterthwaite No need to avoid tessellation for FMetalRHICommandContext::RHIEndDrawIndexedPrimitiveUP anymore - that was from back when the tessellation logic was replicated in each RHI*Draw* implementation. #jira UE-51937 Change 3762181 by Joe.Graf Changed MaxShaderJobBatchSize to 25 on Mac as it reduced shader compile time by 21% Change 3762607 by Mark.Satterthwaite Remove accidentally included changes from 3761995. Change 3762612 by Mark.Satterthwaite Enable the explicit sincos intrinsic for Metal to avoid instances of UE-52477 that can cause shaders to compile incorrectly through hlslcc. #jira UE-52477 Change 3762772 by Michael.Lentine Move RHI calls to render thread. Change 3763021 by Richard.Wallis Remove shader cache tool project and implementation. #jira UE-51613 Change 3763082 by Guillaume.Abadie More SceneTexture, SceneColor and SceneDepth automated tests Change 3763111 by Richard.Wallis Clone of CL 3763033 (Release-4.18): Fix for crash upon launching packaged game on Mac with Share Material Shader Code enabled. #jira UE-52121 Change 3763657 by Michael.Lentine Invalidate ddc for skeletal mesh render data so that the duplicated vertex render structures are properly serialized. Change 3763727 by Jian.Ru Fix Player Collision view mode. It is caused by checking an uninitialized vertex buffer so the check always fail. #jira UE-52052 Change 3763738 by Guillaume.Abadie Implements SSR input post process material location. Change 3764271 by Mark.Satterthwaite Allow ControlPointPatch lists to flow through MetalRHI as it was setup to handle this transparently - the VSHS compute shader will convert them to triangles to draw. Report the same warning as in the pipeline creation stage as this hasn't been formally validated. #jira UE-52454 Change 3764316 by Daniel.Wright Added AVolumetricLightmapDensityVolume - gives local control over Volumetric Lightmap density. Dropping the top mip outside of the play area in Monolith saves 20Mb (35Mb original). Volumetric Lightmap no longer refines around static translucent geometry - saves 5Mb in Monolith Reworked brick culling by error mechanism. Now compares error to interpolated parent lighting instead of the brick average - prevents dropping constant value bricks which are near a wall and cause leaking due to parent interpolation after being culled. Change 3764318 by Daniel.Wright Missing file Change 3764321 by Daniel.Wright Shader compiling memory optimizations * Editor memory: Sharing uniform buffer includes and GeneratedInstancedStereo.ush per FShaderType (was previously duplicated per FShader job) * SCW input size: Sharing uniform buffer includes and SharedEnvironment per batch * 7.6Gb of shader job inputs in memory -> .5Gb (13x less) when doing a full shader compile of Paragon Editor * 13.8Gb written into worker input files -> 2.9Gb (4.7x less). Global shaders are never batched when sent to SCW so unoptimized by these changes. Change 3764595 by Daniel.Wright Added VolumetricLightmapDensityVolume asset icons Change 3764701 by Michael.Lentine Add duplicated vertices merging for meshmerge. Change 3766002 by Guillaume.Abadie Fixes a crash in translucency. Change 3766007 by Guillaume.Abadie Oups.... Fixes compilation failure. Change 3766697 by Guillaume.Abadie Giant refactor of global shader interface for upcoming native support of permutation. CL generated by python script. Change 3767205 by Chris.Bunner Deferring FMaterial::RenderingThreadShaderMap update to render-thread rather than assumption commands have been flushed. #jira UE-50652 Change 3767207 by Chris.Bunner Clamp fetched texture coordinates to those available on the mesh. Change 3767209 by Chris.Bunner PR #4203: Early-outs in UMaterialInstance parameter setters (Contributed by stefanzimecki) #jira UE-52193 Change 3767772 by Mark.Satterthwaite MetalShaderFormat will no longer fallback to text shaders when you ask it to compile to bytecode but the bytecode compiler is not available (either locally or remotely) - this ensures that the DDC can't be poisoned by incorrectly configured clients. The Editor is already setup such that if the remote shader compiler is not configured & Xcode is not available locally the shader-compiler will be invoked to generate text shaders. #jira UE-52554 Change 3768604 by Guillaume.Abadie Polish up with new global shader function signature. Change 3768993 by Guillaume.Abadie Fixes r.Upscale.Panini cvars Change 3769478 by Mark.Satterthwaite Move the ue4_stdlib.metal & PCH into a temporary directory that exists for the lifetime of the SCW on the remote side as well as the local one and add this path as an include directory. #jira UE-52587 Change 3769703 by Mark.Satterthwaite For all Metal platforms >= Metal v1.2 transform mul(a,b) into fma(a,b,0) to prevent the Apple compiler reordering operations differently between the base & depth passes which results in variance in the position output. For iOS disable fast-math when the vertex-shader uses World-Position-Offset because there are additional problems on the iOS shader compiler that result in position variance even with the above fix - WPO performance will suffer but I don't have any alternatives. Remove the depth-offset hack from the depth-only vertex shader again. #jira UES-5651 Change 3769763 by Mark.Satterthwaite Handle swizzle's in the hlslcc fma identification pass so that we reduce the number of instructions and the platform compiler can't break the instructions up. Change 3769849 by Mark.Satterthwaite Fix CIS error. Change 3770517 by Richard.Wallis Fix for crash when creating a new media texture (AppleIntelHD5000GraphicsMTLDriver!SamplerStage::bindSamplerToTexture()). Missing texture resource for binding. Old InitDynamicRHI() code has been refactored out into seperate functions which leaves us on Mac with a NULL resource initially after creation which Metal doesn't like. This fix puts InitDynamicRHI down the default setup/clear path which inits default resources - I don't think we should use a global dummy in this instance as this is a render target. #jira UE-51940 Change 3770688 by Uriel.Doyon Fixed texture resolution returning 0 when running blueprint construction scripts at cook time. Change 3771115 by Mark.Satterthwaite Report errors from failed attempts to compile global shaders or we can't see why things fail on non-Windows platforms. Change 3771263 by Mark.Satterthwaite Change the way ManualVertexFetch is enabled on Metal platforms so that it is enabled when targeting Metal v1.2 and higher (macOS 10.12+/iOS 10+). This brings iOS in the Desktop Forward renderer back into line with the Mac. #jira UERNDR-300 Change3773472by Guillaume.Abadie Fixes a crash on PIE of SimpleComposure project. Change 3773475 by Guillaume.Abadie Fixes bug in editor viewport caused by SSR input changes. Change 3774677 by Arne.Schober DR - Deprecated SetLocal from the RHICmdlist Fixed some unnecessary PSO collisions. Change 3777037 by Mark.Satterthwaite Remove incorrect change that caused a reference to "accurate::sincos" to appear in some Metal shaders rather than "precise::sincos". Change 3777122 by Mark.Satterthwaite Back out changelist 3777037 - I'm blind and wasn't seeing the real problem was a stale shader cache... Change 3777196 by Mark.Satterthwaite Fix text-shader compilation on iOS 10 - maybe iOS 9 too (untested!). We need our own make_scalar type-trait template for ue4_stdlib.metal so that we still compile with older iOS runtime compilers and we can't use as_type to directly implement the packHalf2x16/unpackHalf2x16 intrinsics for these older runtime compilers either. Change 3779098 by Rolando.Caloca DR - vk - Fix query index Change 3779275 by Mark.Satterthwaite Silence the Metal runtime compiler warning caused by use of a deprecated enum value when running text shaders compiled for Metal v1.0/1.1 on a Metal v1.2+ OS. #jira UE-52554 Change 3779427 by Rolando.Caloca DR - vk - Fix for allocator contention Change 3779608 by Uriel.Doyon Fixed invalid access in the resave package commantlet when building texture streaming material data for materials enabling tesselation. Change 3784496 by Mark.Satterthwaite Temporarily disable USE_OBJECT_COMPOSITING_TILE_CULLING for Metal shader compilation only - other platforms are unaffected - as it isn't working properly for some reason. need to work out what's up but don't want Distance Fields to be completely snookered in the interim. #jira UE-52952 Change 3784608 by Rolando.Caloca DR - Copy 3784588 - Fix for drivers returning out of date swapchains during resizes Change 3784734 by Mark.Satterthwaite Real fix for UE-52952 - MetalShaderFormat wasn't propagating the full thread-group value. #jira UE-52952 Change 3784741 by Mark.Satterthwaite More Metal debugging commandline options "-metalfastmath" & "-metalnofastmath" to force fast-math on or off for all shaders, must be using runtime-compiled shaders (i.e. -metalshaderdebug or r.Shaders.Optimise=0) to take effect. Change 3787103 by Guillaume.Abadie Kills BuiltinSamplers UB Change 3787207 by Guillaume.Abadie Sorry, compile fix that were fine with local changes... Change 3787396 by Marcus.Wassmer PR #4271: UE-52901: Set VIS_Max meta to hidden (Contributed by projectgheist) Change 3788028 by Peter.Sumanaseni Working linear HDR exr output from sequencer Change 3788536 by Mark.Satterthwaite Track whether the Metal shader uses the discard_fragment function as when this is used but without any other outputs we know we need to bind at least one render-target or a depth-stencil surface but we don't know which. This lets us correctly error when we encounter a shader with no outputs at all which Metal doesn't permit. #jira UE-52292 Change 3788538 by Mark.Satterthwaite Let's try mitigating UE-46604 on Nvidia by retaining resource references in the command-buffer. This shouldn't be necessary and isn't typically on other vendors but we haven't been able to reproduce this reliably enough to get to the bottom of it. #jira UE-46604 Change 3789083 by Guillaume.Abadie Implements global shader permutations. Example in ScreenSpaceReflections.cpp. Change 3789090 by Guillaume.Abadie Fixes linux build. Change 3789106 by Guillaume.Abadie Fixes compilation failure in niagara plugin. Change 3789274 by Guillaume.Abadie Avoid hit proxies to clobber TAA's hitsory. #jira UE-52968 Change 3789380 by Guillaume.Abadie Back out changelist 3789083: global shader permutation because compilation failure in clang. Change 3789648 by Guillaume.Abadie Relands global shader permutation, with clang support. Change 3789712 by Guillaume.Abadie Fixes TestImage show flag with TAAU on. #jira UE-53061 Change 3791593 by Guillaume.Abadie Reinvalidates shaders with shader permutations. Change 3791884 by Daniel.Wright Added BP setter for LowerHemisphereColor Change 3791886 by Daniel.Wright Added LightmapType to PrimitiveComponent * ForceVolumetric allows forcing static geometry to use Volumetric Lightmaps, which can be useful on instanced foliage where seams are prevalent. Lightmass internal caching still requires lightmap UVs and reasonable lightmap resolution. * ForceSurface replaces bLightAsIfStatic Improvements to Volumetric Lightmap quality needed for static geometry * Stationary light shadowing is now dilated inside geometry * Now doing two dilation passes since samples near geometry see inside due to ray start bias * Refinement around geometry uses an expanded cell bounds when the geometry is going to use Volumetric Lightmaps, since cross-resolution stitching causes leaking Lightmass debug primitives are now tied to a swarm task instead of global - allows debugging of Volumetric Lightmap tasks Change 3792256 by Guillaume.Abadie Fixes a bug where permutation was not actually serialised in FShader, so was ending up recompiling shader at every load. Change 3792884 by Marcus.Wassmer Copying //UE4/Partner-AMD to Dev-Rendering (//UE4/Dev-Rendering) Change 3793200 by Marcus.Wassmer Copying //UE4/Partner-IDV-SpeedTree to Dev-Rendering (//UE4/Dev-Rendering) Speedtree 8 support Change 3793206 by Brian.Karis Added color grading control BlueCorrection to correct for artifacts with "electric" blues due to the ACEScg color space. Bright blue desaturates instead of going to violet. Added color grading control ExpandGamut which expands bright saturated colors outside the sRGB gamut to fake wide gamut rendering. ACES changes. Change 3793344 by Marcus.Wassmer Fix editortest compile Change 3794285 by Guillaume.Abadie Serializes PermutationId according to archive rendering version to avoid issues with old material that were serializing a shader map into UObject. Change 3794307 by Guillaume.Abadie Resaves uassets that were modified between 3789648 and 3794285 Change 3794627 by Mark.Satterthwaite Implement two components for MTLPP, an IMP cache for Objective-C selector implementations & an interposition framework for those same selectors: - imp_SelectorCache & friends provide the IMP caching for each of the Metal protocols which constitute most of the API, so far I've not covered the Metal classes used for the various descriptor/initializer types. Each type has its own IMPTable which caches the selector's implementation pointer and provides the mechanism to hook that implementation. As Objective-C is runtime dynamic this look up must be performed on the actual Class value returned by an object at runtime - you can't do this at compile time. Even things like NSString which appear compile-time static are really not as NSString is an alias for a class-cluster (NSString, NSMutableString, __NSInlineString and more). - The interpose directory contains MTI* files which are the framework for interposing all the functions in Metal's runtime API - I deliberately omit the descriptor classes & read-only functions as there's no benefit to interposing them - which I can build off to create a trace tool or a superior validation layer. Right now this is Mac only as there'll be some problems to solve for iOS/tvOS due to difference in linking requirements - not insurmountable. - Rebuild MTLPP's implementation of the C++ wrapper classes around the IMPTable's - this means we avoid all the objc_msgSend overhead for all the classes and functions whose implementations are cached. Right now the IMPTable is going to incur a look-up for all non-copy/move constructors which is suboptimal - ideally the Metal IMPTables would be cached in the Device object as they will be consistent within a single Device. - Sort out the MTLPP availability logic - it now exports the availability warnings to the caller and internally just blithely assumes it may call the functions, the caller is responsible for ensuring that calls are made only on appropriate devices & OSes. This reduces MTLPP complexity and better fits how MetalRHI works. - Fix a number of retain/release bugs that were lying dormant in MTLPP but exposed by the switch to IMPTables. - Add tvOS support. Next up, put this into MetalRHI and start fixing all the fallout. Change 3794631 by Mark.Satterthwaite Missed updating mtlpp's build.cs for TVOS. Change 3794651 by Uriel.Doyon UPointLightComponent::GetUnitsConversionFactor() now takes the cone angle as parameter. This allows to fix spotlight unit conversion when using lumens. Change 3794720 by Guillaume.Abadie Fixes a bug in Global{Bilinear,Trilinear}ClampedSampler that was actually doing a Point sampling. Change 3794749 by Mark.Satterthwaite Fix mtlpp.build.cs paths. Change3794856by Mark.Satterthwaite Fix some shadowing warnings. Change 3795484 by Daniel.Wright Implemented the Spherical Harmonic windowing algorithm from 'Stupid Spherical Harmonics (SH) Tricks' New WorldSettings Lightmass property VolumetricLightmapSphericalHarmonicSmoothing controls the global amount of smoothing applied Change 3795590 by Brian.Karis Area light fixes Fixed order of operations. This helps mixing of SourceRadius, SourceLength, and SoftSourceRadius. Change 3796832 by Marcus.Wassmer Correct shouldcache condition for new resolve shader Change 3796884 by Marcus.Wassmer Doing it right this time. Change 3797196 by Mark.Satterthwaite More updates to MTLPP to make things simpler and reduce the number of spurious Objective-C warnings that are emitted because of the way we are using the runtime. Change 3797200 by Daniel.Wright Lightmass now uses the highest density VolumetricLightmapDensityVolume settings that affect any part of a cell Change 3797221 by Daniel.Wright Reduced default SphericalHarmonicSmoothing based on RoboRecall tests. Now only active with strong direct lighting from static lights by default. Change 3797411 by Brian.Karis Disable ExpandGamut for old tone mapper. Change 3797462 by Mark.Satterthwaite More build warnings silenced after changing to the lowest possible deployment target OS for each library. Change 3797585 by Mark.Satterthwaite Range-based-For support in the NSArray wrapper. Change 3797836 by Mark.Satterthwaite Even more forward-declarations to avoid system headers poking through to the including code from mtlpp. Change 3798027 by Mark.Satterthwaite Fix handling of nil objects, on which no functions may be called, command-buffer retention and IMP declaration. Change 3798154 by Mark.Satterthwaite Fix some egregious memory leaks that rewriting to use mtlpp exposed before we carry on - don't want these slipping into 4.19. Change 3800990 by Mark.Satterthwaite Typedef all the completion-handler callback types in mtlpp to make future me's life easier. Change 3801400 by Chris.Bunner Improving automated test errors on failure to generate report data. Change 3801726 by Mark.Satterthwaite Correct some function availability and the command-buffer error status in mtlpp. Change 3801808 by Chris.Bunner Added DefaultScalability.ini to EngineTest that forces all quality levels to Engine default Epic for now to improve consistency. Change 3801862 by Marcus.Wassmer Update automated tests with color gamut change Change 3802214 by Chris.Bunner When running automated tests in and editor-locked PIE viewport, skip resizing as the editor can't handle this. Added bindable delegate called when ScreenshotRequest is processed - Useful to allow screenshots to override and restore settings per capture. #jira UE-53188 Change 3802243 by Chris.Bunner Added button to automated test screenshot browser to add or replace all outstanding test reports if appropriate. DeleteAllReports button is now only enabled whilst there are reports in the list. Change 3802372 by Chris.Bunner Updating more test screenshots. Change 3803683 by Chris.Bunner Adding more logging and multiple attempts to automated test report network save. Added small wait on repeated operations that are known to fail. Change 3803826 by Rolando.Caloca DR - vk - Fix merge issue Change 3804181 by Chris.Bunner Tentative fix for CIS test failure. Change 3804236 by Chris.Bunner Additional logging for case where file write silently fails, report platform-specific error. Change 3804303 by zachary.wilson Cleaning up assets in QAGame saved with empty engine versions to resolve warnings seen when launching on Change 3804410 by Chris.Bunner Added additional logging when automated screenshot test fails due to size mismatch. Mismatched bounds are colored red in the delta. Change 3804455 by Mark.Satterthwaite Fix a small number of persistent memory leaks on the Mac build that slowly consume more and more memory as you use the Editor - interacting with menu's was particularly egregious as each NSMenu would leak after you move away. #jira NA Change 3804667 by Chris.Bunner Speculative CIS fixes. Change 3806008 by Chris.Bunner Partially reimplementing backed-out CL 3804181 to improve consistency of how automated screenshot test settings are applied/restored. #tests CIS preflight job 8174412 Change 3806909 by Mark.Satterthwaite Use the vertex-shader's in-out mask to ensure that we only validate legitmate vertex-streams in Metal's DrawIndexedPrimitive implementation. #jira UE-53046 Change 3807059 by laz.matech Checking in QAGame Rendering Map, QA-PhysicalLightingUnits, for testing Physical Light Units. Wanted to get this in before copy up. #Jira none Change 3807726 by Chris.Bunner Removed a check that we can't fix up. The check hits unbound buffers which it assumes means a failure but is actually due to m.v.fetch. We don't have the information available to know which are which removed from the input without reading from the shader. #jira UE-53046 Change 3807800 by Guillaume.Abadie Fixes some warning in shader headers. Change 3807804 by Guillaume.Abadie Back out changelist 3807800 Change 3807807 by Guillaume.Abadie Relands shader header warnings. Change 3808046 by Chris.Bunner Dropping a new automated test error back to a warning as this may lead to genuine issues being ignored in the short term. Change 3809579 by Chris.Bunner Back out changelist 3774677. #jira UE-53483 Change 3809620 by Chris.Bunner Updating animated cloth test screenshot. Change 3803629 by Chris.Bunner Rebuilt CornellBox and DistanceField test maps, updated screenshots. Change 3787045 by Guillaume.Abadie Moves some global samplers to Common.ush Change 3809756 by Chris.Bunner Updating animated cloth test screenshot. [CL 3809764 by Chris Bunner in Main branch]
1235 lines
41 KiB
C++
1235 lines
41 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "HAL/FileManager.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Paths.h"
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#include "Misc/ConfigCacheIni.h"
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#include "Misc/AutomationTest.h"
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#include "Misc/App.h"
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#include "IAutomationReport.h"
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#include "AutomationWorkerMessages.h"
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#include "IMessageContext.h"
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#include "MessageEndpoint.h"
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#include "MessageEndpointBuilder.h"
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#include "Modules/ModuleManager.h"
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#include "AssetEditorMessages.h"
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#include "ImageComparer.h"
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#include "AutomationControllerManager.h"
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#include "Interfaces/IScreenShotToolsModule.h"
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#include "Serialization/JsonSerializer.h"
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#include "JsonObjectConverter.h"
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#include "Misc/EngineVersion.h"
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#include "Misc/FileHelper.h"
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#include "PlatformHttp.h"
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#if WITH_EDITOR
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#include "Logging/MessageLog.h"
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#endif
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DEFINE_LOG_CATEGORY_STATIC(AutomationControllerLog, Log, All)
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FAutomationControllerManager::FAutomationControllerManager()
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{
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CheckpointFile = nullptr;
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if ( !FParse::Value(FCommandLine::Get(), TEXT("ReportOutputPath="), ReportOutputPath, false) )
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{
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if ( FParse::Value(FCommandLine::Get(), TEXT("DeveloperReportOutputPath="), ReportOutputPath, false) )
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{
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ReportOutputPath = ReportOutputPath / TEXT("dev") / FString(FPlatformProcess::UserName()).ToLower();
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}
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}
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if ( FParse::Value(FCommandLine::Get(), TEXT("DeveloperReportUrl="), DeveloperReportUrl, false) )
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{
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DeveloperReportUrl = DeveloperReportUrl / TEXT("dev") / FString(FPlatformProcess::UserName()).ToLower() / TEXT("index.html");
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}
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}
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void FAutomationControllerManager::RequestAvailableWorkers(const FGuid& SessionId)
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{
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//invalidate previous tests
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++ExecutionCount;
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DeviceClusterManager.Reset();
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ControllerResetDelegate.Broadcast();
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// Don't allow reports to be exported
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bTestResultsAvailable = false;
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//store off active session ID to reject messages that come in from different sessions
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ActiveSessionId = SessionId;
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//EAutomationTestFlags::FilterMask
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//TODO AUTOMATION - include change list, game, etc, or remove when launcher is integrated
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int32 ChangelistNumber = 10000;
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FString ProcessName = TEXT("instance_name");
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MessageEndpoint->Publish(new FAutomationWorkerFindWorkers(ChangelistNumber, FApp::GetProjectName(), ProcessName, SessionId), EMessageScope::Network);
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// Reset the check test timers
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LastTimeUpdateTicked = FPlatformTime::Seconds();
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CheckTestTimer = 0.f;
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IScreenShotToolsModule& ScreenShotModule = FModuleManager::LoadModuleChecked<IScreenShotToolsModule>("ScreenShotComparisonTools");
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ScreenshotManager = ScreenShotModule.GetScreenShotManager();
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}
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void FAutomationControllerManager::RequestTests()
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{
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//invalidate incoming results
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ExecutionCount++;
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//reset the number of responses we have received
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RefreshTestResponses = 0;
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ReportManager.Empty();
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for ( int32 ClusterIndex = 0; ClusterIndex < DeviceClusterManager.GetNumClusters(); ++ClusterIndex )
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{
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int32 DevicesInCluster = DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex);
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if ( DevicesInCluster > 0 )
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{
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FMessageAddress MessageAddress = DeviceClusterManager.GetDeviceMessageAddress(ClusterIndex, 0);
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//issue tests on appropriate platforms
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MessageEndpoint->Send(new FAutomationWorkerRequestTests(bDeveloperDirectoryIncluded, RequestedTestFlags), MessageAddress);
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}
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}
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}
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void FAutomationControllerManager::RunTests(const bool bInIsLocalSession)
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{
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ExecutionCount++;
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CurrentTestPass = 0;
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ReportManager.SetCurrentTestPass(CurrentTestPass);
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ClusterDistributionMask = 0;
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bTestResultsAvailable = false;
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TestRunningArray.Empty();
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bIsLocalSession = bInIsLocalSession;
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// Reset the check test timers
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LastTimeUpdateTicked = FPlatformTime::Seconds();
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CheckTestTimer = 0.f;
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#if WITH_EDITOR
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FMessageLog AutomationTestingLog("AutomationTestingLog");
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FString NewPageName = FString::Printf(TEXT("-----Test Run %d----"), ExecutionCount);
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FText NewPageNameText = FText::FromString(*NewPageName);
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AutomationTestingLog.Open();
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AutomationTestingLog.NewPage(NewPageNameText);
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AutomationTestingLog.Info(NewPageNameText);
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#endif
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//reset all tests
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ReportManager.ResetForExecution(NumTestPasses);
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for ( int32 ClusterIndex = 0; ClusterIndex < DeviceClusterManager.GetNumClusters(); ++ClusterIndex )
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{
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//enable each device cluster
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ClusterDistributionMask |= ( 1 << ClusterIndex );
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//for each device in this cluster
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for ( int32 DeviceIndex = 0; DeviceIndex < DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex); ++DeviceIndex )
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{
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//mark the device as idle
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DeviceClusterManager.SetTest(ClusterIndex, DeviceIndex, NULL);
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// Send command to reset tests (delete local files, etc)
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FMessageAddress MessageAddress = DeviceClusterManager.GetDeviceMessageAddress(ClusterIndex, DeviceIndex);
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MessageEndpoint->Send(new FAutomationWorkerResetTests(), MessageAddress);
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}
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}
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// Inform the UI we are running tests
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if ( ClusterDistributionMask != 0 )
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{
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SetControllerStatus(EAutomationControllerModuleState::Running);
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}
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}
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void FAutomationControllerManager::StopTests()
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{
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bTestResultsAvailable = false;
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ClusterDistributionMask = 0;
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ReportManager.StopRunningTests();
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// Inform the UI we have stopped running tests
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if ( DeviceClusterManager.HasActiveDevice() )
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{
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SetControllerStatus(EAutomationControllerModuleState::Ready);
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}
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else
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{
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SetControllerStatus(EAutomationControllerModuleState::Disabled);
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}
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TestRunningArray.Empty();
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}
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void FAutomationControllerManager::Init()
|
|
{
|
|
extern void EmptyLinkFunctionForStaticInitializationAutomationExecCmd();
|
|
EmptyLinkFunctionForStaticInitializationAutomationExecCmd();
|
|
|
|
AutomationTestState = EAutomationControllerModuleState::Disabled;
|
|
bTestResultsAvailable = false;
|
|
bSendAnalytics = FParse::Param(FCommandLine::Get(), TEXT("SendAutomationAnalytics"));
|
|
}
|
|
|
|
void FAutomationControllerManager::RequestLoadAsset(const FString& InAssetName)
|
|
{
|
|
MessageEndpoint->Publish(new FAssetEditorRequestOpenAsset(InAssetName), EMessageScope::Process);
|
|
}
|
|
|
|
void FAutomationControllerManager::Tick()
|
|
{
|
|
ProcessAvailableTasks();
|
|
ProcessComparisonQueue();
|
|
}
|
|
|
|
void FAutomationControllerManager::ProcessComparisonQueue()
|
|
{
|
|
TSharedPtr<FComparisonEntry> Entry;
|
|
if ( ComparisonQueue.Peek(Entry) )
|
|
{
|
|
if ( Entry->PendingComparison.IsReady() )
|
|
{
|
|
const bool Dequeued = ComparisonQueue.Dequeue(Entry);
|
|
check(Dequeued);
|
|
|
|
FImageComparisonResult Result = Entry->PendingComparison.Get();
|
|
|
|
// Send the message back to the automation worker letting it know the results of the comparison test.
|
|
{
|
|
FAutomationWorkerImageComparisonResults* Message = new FAutomationWorkerImageComparisonResults(
|
|
Result.IsNew(), Result.AreSimilar(), Result.MaxLocalDifference, Result.GlobalDifference, Result.ErrorMessage.ToString());
|
|
|
|
MessageEndpoint->Send(Message, Entry->Sender);
|
|
}
|
|
|
|
// Find the game session instance info
|
|
int32 ClusterIndex;
|
|
int32 DeviceIndex;
|
|
verify(DeviceClusterManager.FindDevice(Entry->Sender, ClusterIndex, DeviceIndex));
|
|
|
|
// Get the current test.
|
|
TSharedPtr<IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
|
|
if (Report.IsValid())
|
|
{
|
|
// Record the artifacts for the test.
|
|
FString ApprovedFolder = ScreenshotManager->GetLocalApprovedFolder();
|
|
FString UnapprovedFolder = ScreenshotManager->GetLocalUnapprovedFolder();
|
|
FString ComparisonFolder = ScreenshotManager->GetLocalComparisonFolder();
|
|
|
|
TMap<FString, FString> LocalFiles;
|
|
LocalFiles.Add(TEXT("approved"), ApprovedFolder / Result.ApprovedFile);
|
|
LocalFiles.Add(TEXT("unapproved"), UnapprovedFolder / Result.IncomingFile);
|
|
LocalFiles.Add(TEXT("difference"), ComparisonFolder / Result.ComparisonFile);
|
|
|
|
Report->AddArtifact(ClusterIndex, CurrentTestPass, FAutomationArtifact(Entry->Name, EAutomationArtifactType::Comparison, LocalFiles));
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(AutomationControllerLog, Error, TEXT("Cannot generate screenshot report for screenshot %s as report is missing"), *Result.IncomingFile);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::ProcessAvailableTasks()
|
|
{
|
|
// Distribute tasks
|
|
if ( ClusterDistributionMask != 0 )
|
|
{
|
|
// For each device cluster
|
|
for ( int32 ClusterIndex = 0; ClusterIndex < DeviceClusterManager.GetNumClusters(); ++ClusterIndex )
|
|
{
|
|
bool bAllTestsComplete = true;
|
|
|
|
// If any of the devices were valid
|
|
if ( ( ClusterDistributionMask & ( 1 << ClusterIndex ) ) && DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex) > 0 )
|
|
{
|
|
ExecuteNextTask(ClusterIndex, bAllTestsComplete);
|
|
}
|
|
|
|
//if we're all done running our tests
|
|
if ( bAllTestsComplete )
|
|
{
|
|
//we don't need to test this cluster anymore
|
|
ClusterDistributionMask &= ~( 1 << ClusterIndex );
|
|
|
|
if ( ClusterDistributionMask == 0 )
|
|
{
|
|
ProcessResults();
|
|
//Notify the graphical layout we are done processing results.
|
|
TestsCompleteDelegate.Broadcast();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( bIsLocalSession == false )
|
|
{
|
|
// Update the test status for timeouts if this is not a local session
|
|
UpdateTests();
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::ReportTestResults()
|
|
{
|
|
GLog->Logf(TEXT("Test Pass Results:"));
|
|
for ( int32 i = 0; i < OurPassResults.Tests.Num(); i++ )
|
|
{
|
|
GLog->Logf(TEXT("%s: %s"), *OurPassResults.Tests[i].TestDisplayName, ToString(OurPassResults.Tests[i].State));
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::CollectTestResults(TSharedPtr<IAutomationReport> Report, const FAutomationTestResults& Results)
|
|
{
|
|
// TODO This is slow, change to a map.
|
|
for ( int32 i = 0; i < OurPassResults.Tests.Num(); i++ )
|
|
{
|
|
FAutomatedTestResult& ReportResult = OurPassResults.Tests[i];
|
|
if ( ReportResult.FullTestPath == Report->GetFullTestPath() )
|
|
{
|
|
ReportResult.SetEvents(Results.GetEvents(), Results.GetWarningTotal(), Results.GetErrorTotal());
|
|
ReportResult.State = Results.State;
|
|
ReportResult.Artifacts = Results.Artifacts;
|
|
|
|
switch ( Results.State )
|
|
{
|
|
case EAutomationState::Success:
|
|
if ( Results.GetWarningTotal() > 0 )
|
|
{
|
|
OurPassResults.SucceededWithWarnings++;
|
|
}
|
|
else
|
|
{
|
|
OurPassResults.Succeeded++;
|
|
}
|
|
break;
|
|
case EAutomationState::Fail:
|
|
OurPassResults.Failed++;
|
|
break;
|
|
default:
|
|
OurPassResults.NotRun++;
|
|
break;
|
|
}
|
|
|
|
OurPassResults.TotalDuration += Results.Duration;
|
|
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool FAutomationControllerManager::GenerateJsonTestPassSummary(const FAutomatedTestPassResults& SerializedPassResults, FDateTime Timestamp)
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Converting results to json object..."));
|
|
|
|
FString Json;
|
|
if (FJsonObjectConverter::UStructToJsonObjectString(SerializedPassResults, Json))
|
|
{
|
|
FString ReportFileName = FString::Printf(TEXT("%s/index.json"), *ReportOutputPath);
|
|
const int32 WriteAttempts = 3;
|
|
const float SleepBetweenAttempts = 0.05f;
|
|
|
|
for (int32 Attempt = 1; Attempt <= WriteAttempts; ++Attempt)
|
|
{
|
|
if (FFileHelper::SaveStringToFile(Json, *ReportFileName, FFileHelper::EEncodingOptions::ForceUTF8))
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Successfully wrote json results file!"));
|
|
return true;
|
|
}
|
|
|
|
FPlatformProcess::Sleep(SleepBetweenAttempts);
|
|
}
|
|
|
|
UE_LOG(AutomationControllerLog, Warning, TEXT("Failed to write test report json to '%s' after 3 attempts - No report will be generated."), *ReportFileName);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(AutomationControllerLog, Error, TEXT("Failed to convert test results to json object - No report will be generated."));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool FAutomationControllerManager::GenerateHtmlTestPassSummary(const FAutomatedTestPassResults& SerializedPassResults, FDateTime Timestamp)
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Loading results html template..."));
|
|
|
|
FString ReportTemplate;
|
|
if (FFileHelper::LoadFileToString(ReportTemplate, *(FPaths::EngineContentDir() / TEXT("Automation/Report-Template.html"))))
|
|
{
|
|
FString ReportFileName = FString::Printf(TEXT("%s/index.html"), *ReportOutputPath);
|
|
const int32 WriteAttempts = 3;
|
|
const float SleepBetweenAttempts = 0.05f;
|
|
|
|
for (int32 Attempt = 1; Attempt <= WriteAttempts; ++Attempt)
|
|
{
|
|
if (FFileHelper::SaveStringToFile(ReportTemplate, *ReportFileName, FFileHelper::EEncodingOptions::ForceUTF8))
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Successfully wrote html results file!"));
|
|
return true;
|
|
}
|
|
|
|
FPlatformProcess::Sleep(SleepBetweenAttempts);
|
|
}
|
|
|
|
UE_LOG(AutomationControllerLog, Warning, TEXT("Failed to write test report html to '%s' after 3 attempts - No report will be generated."), *ReportFileName);
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(AutomationControllerLog, Error, TEXT("Failed to load test report html template - No report will be generated."));
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
FString FAutomationControllerManager::SlugString(const FString& DisplayString) const
|
|
{
|
|
FString GeneratedName = DisplayString;
|
|
|
|
// Convert the display label, which may consist of just about any possible character, into a
|
|
// suitable name for a UObject (remove whitespace, certain symbols, etc.)
|
|
{
|
|
for ( int32 BadCharacterIndex = 0; BadCharacterIndex < ARRAY_COUNT(INVALID_OBJECTNAME_CHARACTERS) - 1; ++BadCharacterIndex )
|
|
{
|
|
const TCHAR TestChar[2] = { INVALID_OBJECTNAME_CHARACTERS[BadCharacterIndex], 0 };
|
|
const int32 NumReplacedChars = GeneratedName.ReplaceInline(TestChar, TEXT(""));
|
|
}
|
|
}
|
|
|
|
return GeneratedName;
|
|
}
|
|
|
|
FString FAutomationControllerManager::CopyArtifact(const FString& DestFolder, const FString& SourceFile) const
|
|
{
|
|
FString ArtifactFile = FString(TEXT("artifacts")) / FGuid::NewGuid().ToString(EGuidFormats::Digits) + FPaths::GetExtension(SourceFile, true);
|
|
FString ArtifactDestination = DestFolder / ArtifactFile;
|
|
IFileManager::Get().Copy(*ArtifactDestination, *SourceFile, true, true);
|
|
|
|
return ArtifactFile;
|
|
}
|
|
|
|
FString FAutomationControllerManager::GetReportOutputPath() const
|
|
{
|
|
return ReportOutputPath;
|
|
}
|
|
|
|
void FAutomationControllerManager::ExecuteNextTask( int32 ClusterIndex, OUT bool& bAllTestsCompleted )
|
|
{
|
|
bool bTestThatRequiresMultiplePraticipantsHadEnoughParticipants = false;
|
|
TArray< IAutomationReportPtr > TestsRunThisPass;
|
|
|
|
// For each device in this cluster
|
|
int32 NumDevicesInCluster = DeviceClusterManager.GetNumDevicesInCluster( ClusterIndex );
|
|
for ( int32 DeviceIndex = 0; DeviceIndex < NumDevicesInCluster; ++DeviceIndex )
|
|
{
|
|
// If this device is idle
|
|
if ( !DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex).IsValid() && DeviceClusterManager.DeviceEnabled(ClusterIndex, DeviceIndex) )
|
|
{
|
|
// Get the next test that should be worked on
|
|
TSharedPtr< IAutomationReport > NextTest = ReportManager.GetNextReportToExecute(bAllTestsCompleted, ClusterIndex, CurrentTestPass, NumDevicesInCluster);
|
|
if ( NextTest.IsValid() )
|
|
{
|
|
// Get the status of the test
|
|
EAutomationState TestState = NextTest->GetState(ClusterIndex, CurrentTestPass);
|
|
if ( TestState == EAutomationState::NotRun )
|
|
{
|
|
// Reserve this device for the test
|
|
DeviceClusterManager.SetTest(ClusterIndex, DeviceIndex, NextTest);
|
|
TestsRunThisPass.Add(NextTest);
|
|
|
|
// Register this as a test we'll need to report on.
|
|
FAutomatedTestResult tempresult;
|
|
tempresult.Test = NextTest;
|
|
tempresult.TestDisplayName = NextTest->GetDisplayName();
|
|
tempresult.FullTestPath = NextTest->GetFullTestPath();
|
|
|
|
OurPassResults.Tests.Add(tempresult);
|
|
|
|
// If we now have enough devices reserved for the test, run it!
|
|
TArray<FMessageAddress> DeviceAddresses = DeviceClusterManager.GetDevicesReservedForTest(ClusterIndex, NextTest);
|
|
if ( DeviceAddresses.Num() == NextTest->GetNumParticipantsRequired() )
|
|
{
|
|
// Send it to each device
|
|
for ( int32 AddressIndex = 0; AddressIndex < DeviceAddresses.Num(); ++AddressIndex )
|
|
{
|
|
FAutomationTestResults TestResults;
|
|
|
|
GLog->Logf(ELogVerbosity::Display, TEXT("Running Automation: '%s' (Class Name: '%s')"), *TestsRunThisPass[AddressIndex]->GetFullTestPath(), *TestsRunThisPass[AddressIndex]->GetCommand());
|
|
TestResults.State = EAutomationState::InProcess;
|
|
|
|
if (CheckpointFile)
|
|
{
|
|
WriteLineToCheckpointFile(NextTest->GetFullTestPath());
|
|
}
|
|
|
|
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, DeviceIndex);
|
|
NextTest->SetResults(ClusterIndex, CurrentTestPass, TestResults);
|
|
NextTest->ResetNetworkCommandResponses();
|
|
|
|
// Mark the device as busy
|
|
FMessageAddress DeviceAddress = DeviceAddresses[AddressIndex];
|
|
|
|
// Send the test to the device for execution!
|
|
MessageEndpoint->Send(new FAutomationWorkerRunTests(ExecutionCount, AddressIndex, NextTest->GetCommand(), NextTest->GetDisplayName(), bSendAnalytics), DeviceAddress);
|
|
|
|
// Add a test so we can check later if the device is still active
|
|
TestRunningArray.Add(FTestRunningInfo(DeviceAddress));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// At least one device is still working
|
|
bAllTestsCompleted = false;
|
|
}
|
|
}
|
|
|
|
// Ensure any tests we have attempted to run on this pass had enough participants to successfully run.
|
|
for ( int32 TestIndex = 0; TestIndex < TestsRunThisPass.Num(); TestIndex++ )
|
|
{
|
|
IAutomationReportPtr CurrentTest = TestsRunThisPass[TestIndex];
|
|
|
|
if ( CurrentTest->GetNumDevicesRunningTest() != CurrentTest->GetNumParticipantsRequired() )
|
|
{
|
|
if ( GetNumDevicesInCluster(ClusterIndex) < CurrentTest->GetNumParticipantsRequired() )
|
|
{
|
|
FAutomationTestResults TestResults;
|
|
TestResults.State = EAutomationState::NotEnoughParticipants;
|
|
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, 0);
|
|
TestResults.AddEvent(FAutomationEvent(EAutomationEventType::Warning, FString::Printf(TEXT("Needed %d devices to participate, Only had %d available."), CurrentTest->GetNumParticipantsRequired(), DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex))));
|
|
|
|
CurrentTest->SetResults(ClusterIndex, CurrentTestPass, TestResults);
|
|
DeviceClusterManager.ResetAllDevicesRunningTest(ClusterIndex, CurrentTest);
|
|
}
|
|
}
|
|
}
|
|
|
|
//Check to see if we finished a pass
|
|
if ( bAllTestsCompleted && CurrentTestPass < NumTestPasses - 1 )
|
|
{
|
|
CurrentTestPass++;
|
|
ReportManager.SetCurrentTestPass(CurrentTestPass);
|
|
bAllTestsCompleted = false;
|
|
}
|
|
}
|
|
|
|
|
|
void FAutomationControllerManager::Startup()
|
|
{
|
|
MessageEndpoint = FMessageEndpoint::Builder("FAutomationControllerModule")
|
|
.Handling<FAutomationWorkerFindWorkersResponse>(this, &FAutomationControllerManager::HandleFindWorkersResponseMessage)
|
|
.Handling<FAutomationWorkerPong>(this, &FAutomationControllerManager::HandlePongMessage)
|
|
.Handling<FAutomationWorkerRequestNextNetworkCommand>(this, &FAutomationControllerManager::HandleRequestNextNetworkCommandMessage)
|
|
.Handling<FAutomationWorkerRequestTestsReplyComplete>(this, &FAutomationControllerManager::HandleRequestTestsReplyCompleteMessage)
|
|
.Handling<FAutomationWorkerRunTestsReply>(this, &FAutomationControllerManager::HandleRunTestsReplyMessage)
|
|
.Handling<FAutomationWorkerScreenImage>(this, &FAutomationControllerManager::HandleReceivedScreenShot)
|
|
.Handling<FAutomationWorkerTestDataRequest>(this, &FAutomationControllerManager::HandleTestDataRequest)
|
|
.Handling<FAutomationWorkerWorkerOffline>(this, &FAutomationControllerManager::HandleWorkerOfflineMessage);
|
|
|
|
if ( MessageEndpoint.IsValid() )
|
|
{
|
|
MessageEndpoint->Subscribe<FAutomationWorkerWorkerOffline>();
|
|
}
|
|
|
|
ClusterDistributionMask = 0;
|
|
ExecutionCount = 0;
|
|
bDeveloperDirectoryIncluded = false;
|
|
RequestedTestFlags = EAutomationTestFlags::SmokeFilter | EAutomationTestFlags::EngineFilter | EAutomationTestFlags::ProductFilter | EAutomationTestFlags::PerfFilter;
|
|
|
|
NumTestPasses = 1;
|
|
|
|
//Default to machine name
|
|
DeviceGroupFlags = 0;
|
|
ToggleDeviceGroupFlag(EAutomationDeviceGroupTypes::MachineName);
|
|
}
|
|
|
|
void FAutomationControllerManager::Shutdown()
|
|
{
|
|
MessageEndpoint.Reset();
|
|
ShutdownDelegate.Broadcast();
|
|
RemoveCallbacks();
|
|
}
|
|
|
|
void FAutomationControllerManager::RemoveCallbacks()
|
|
{
|
|
ShutdownDelegate.Clear();
|
|
TestsAvailableDelegate.Clear();
|
|
TestsRefreshedDelegate.Clear();
|
|
TestsCompleteDelegate.Clear();
|
|
}
|
|
|
|
void FAutomationControllerManager::SetTestNames(const FMessageAddress& AutomationWorkerAddress, TArray<FAutomationTestInfo>& TestInfo)
|
|
{
|
|
int32 DeviceClusterIndex = INDEX_NONE;
|
|
int32 DeviceIndex = INDEX_NONE;
|
|
|
|
// Find the device that requested these tests
|
|
if ( DeviceClusterManager.FindDevice(AutomationWorkerAddress, DeviceClusterIndex, DeviceIndex) )
|
|
{
|
|
// Sort tests by display name
|
|
struct FCompareAutomationTestInfo
|
|
{
|
|
FORCEINLINE bool operator()(const FAutomationTestInfo& A, const FAutomationTestInfo& B) const
|
|
{
|
|
return A.GetDisplayName() < B.GetDisplayName();
|
|
}
|
|
};
|
|
|
|
TestInfo.Sort(FCompareAutomationTestInfo());
|
|
|
|
// Add each test to the collection
|
|
for ( int32 TestIndex = 0; TestIndex < TestInfo.Num(); ++TestIndex )
|
|
{
|
|
// Ensure our test exists. If not, add it
|
|
ReportManager.EnsureReportExists(TestInfo[TestIndex], DeviceClusterIndex, NumTestPasses);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//todo automation - make sure to report error if the device was not discovered correctly
|
|
}
|
|
|
|
// Note the response
|
|
RefreshTestResponses++;
|
|
|
|
// If we have received all the responses we expect to
|
|
if ( RefreshTestResponses == DeviceClusterManager.GetNumClusters() )
|
|
{
|
|
TestsRefreshedDelegate.Broadcast();
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::ProcessResults()
|
|
{
|
|
bHasErrors = false;
|
|
bHasWarning = false;
|
|
bHasLogs = false;
|
|
|
|
TArray< TSharedPtr< IAutomationReport > >& TestReports = GetReports();
|
|
|
|
if ( TestReports.Num() )
|
|
{
|
|
bTestResultsAvailable = true;
|
|
|
|
for ( int32 Index = 0; Index < TestReports.Num(); Index++ )
|
|
{
|
|
CheckChildResult(TestReports[Index]);
|
|
}
|
|
}
|
|
|
|
if ( !ReportOutputPath.IsEmpty() )
|
|
{
|
|
FDateTime Timestamp = FDateTime::Now();
|
|
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Generating Automation Report @ %s."), *ReportOutputPath);
|
|
|
|
if ( IFileManager::Get().DirectoryExists(*ReportOutputPath) )
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Existing report directory found, deleting %s."), *ReportOutputPath);
|
|
|
|
// Clear the old report folder. Why move it first? Because RemoveDirectory
|
|
// is actually an async call that is not immediately carried out by the Windows OS; Moving a directory on the other hand, is sync.
|
|
// So we move, to a temporary location, then delete it.
|
|
FString TempDirectory = FPaths::GetPath(ReportOutputPath) + TEXT("\\") + FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
|
|
IFileManager::Get().Move(*TempDirectory, *ReportOutputPath);
|
|
IFileManager::Get().DeleteDirectory(*TempDirectory, false, true);
|
|
}
|
|
|
|
FScreenshotExportResults ExportResults = ScreenshotManager->ExportComparisonResultsAsync(ReportOutputPath).Get();
|
|
|
|
FAutomatedTestPassResults SerializedPassResults = OurPassResults;
|
|
|
|
SerializedPassResults.ComparisonExported = ExportResults.Success;
|
|
SerializedPassResults.ComparisonExportDirectory = ExportResults.ExportPath;
|
|
|
|
{
|
|
SerializedPassResults.Tests.StableSort([] (const FAutomatedTestResult& A, const FAutomatedTestResult& B) {
|
|
if ( A.GetErrorTotal() > 0 )
|
|
{
|
|
if ( B.GetErrorTotal() > 0 )
|
|
return ( A.FullTestPath < B.FullTestPath );
|
|
else
|
|
return true;
|
|
}
|
|
else if ( B.GetErrorTotal() > 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( A.GetWarningTotal() > 0 )
|
|
{
|
|
if ( B.GetWarningTotal() > 0 )
|
|
return ( A.FullTestPath < B.FullTestPath );
|
|
else
|
|
return true;
|
|
}
|
|
else if ( B.GetWarningTotal() > 0 )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return A.FullTestPath < B.FullTestPath;
|
|
});
|
|
|
|
for ( FAutomatedTestResult& Test : SerializedPassResults.Tests )
|
|
{
|
|
for ( FAutomationArtifact& Artifact : Test.Artifacts )
|
|
{
|
|
for ( const auto& Entry : Artifact.LocalFiles )
|
|
{
|
|
Artifact.Files.Add(Entry.Key, CopyArtifact(ReportOutputPath, Entry.Value));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Writing reports... %s."), *ReportOutputPath);
|
|
|
|
// Generate Json
|
|
GenerateJsonTestPassSummary(SerializedPassResults, Timestamp);
|
|
|
|
// Generate Html
|
|
GenerateHtmlTestPassSummary(SerializedPassResults, Timestamp);
|
|
|
|
if ( !DeveloperReportUrl.IsEmpty() )
|
|
{
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Launching Report URL %s."), *DeveloperReportUrl);
|
|
|
|
FPlatformProcess::LaunchURL(*DeveloperReportUrl, nullptr, nullptr);
|
|
}
|
|
|
|
UE_LOG(AutomationControllerLog, Display, TEXT("Done writing reports... %s."), *ReportOutputPath);
|
|
}
|
|
|
|
// Then clean our array for the next pass.
|
|
OurPassResults.ClearAllEntries();
|
|
CleanUpCheckpointFile();
|
|
|
|
SetControllerStatus(EAutomationControllerModuleState::Ready);
|
|
}
|
|
|
|
void FAutomationControllerManager::CheckChildResult(TSharedPtr<IAutomationReport> InReport)
|
|
{
|
|
TArray<TSharedPtr<IAutomationReport> >& ChildReports = InReport->GetChildReports();
|
|
|
|
if ( ChildReports.Num() > 0 )
|
|
{
|
|
for ( int32 Index = 0; Index < ChildReports.Num(); Index++ )
|
|
{
|
|
CheckChildResult(ChildReports[Index]);
|
|
}
|
|
}
|
|
else if ( ( bHasErrors && bHasWarning && bHasLogs ) == false && InReport->IsEnabled() )
|
|
{
|
|
for ( int32 ClusterIndex = 0; ClusterIndex < GetNumDeviceClusters(); ++ClusterIndex )
|
|
{
|
|
FAutomationTestResults TestResults = InReport->GetResults(ClusterIndex, CurrentTestPass);
|
|
|
|
if ( TestResults.GetErrorTotal() > 0 )
|
|
{
|
|
bHasErrors = true;
|
|
}
|
|
if ( TestResults.GetWarningTotal() )
|
|
{
|
|
bHasWarning = true;
|
|
}
|
|
if ( TestResults.GetLogTotal() )
|
|
{
|
|
bHasLogs = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::SetControllerStatus(EAutomationControllerModuleState::Type InAutomationTestState)
|
|
{
|
|
if ( InAutomationTestState != AutomationTestState )
|
|
{
|
|
// Inform the UI if the test state has changed
|
|
AutomationTestState = InAutomationTestState;
|
|
TestsAvailableDelegate.Broadcast(AutomationTestState);
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::RemoveTestRunning(const FMessageAddress& TestAddressToRemove)
|
|
{
|
|
for ( int32 Index = 0; Index < TestRunningArray.Num(); Index++ )
|
|
{
|
|
if ( TestRunningArray[Index].OwnerMessageAddress == TestAddressToRemove )
|
|
{
|
|
TestRunningArray.RemoveAt(Index);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::AddPingResult(const FMessageAddress& ResponderAddress)
|
|
{
|
|
for ( int32 Index = 0; Index < TestRunningArray.Num(); Index++ )
|
|
{
|
|
if ( TestRunningArray[Index].OwnerMessageAddress == ResponderAddress )
|
|
{
|
|
TestRunningArray[Index].LastPingTime = 0;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::UpdateTests()
|
|
{
|
|
static const float CheckTestInterval = 1.0f;
|
|
static const float GameInstanceLostTimer = 300.0f;
|
|
|
|
CheckTestTimer += FPlatformTime::Seconds() - LastTimeUpdateTicked;
|
|
LastTimeUpdateTicked = FPlatformTime::Seconds();
|
|
if ( CheckTestTimer > CheckTestInterval )
|
|
{
|
|
for ( int32 Index = 0; Index < TestRunningArray.Num(); Index++ )
|
|
{
|
|
TestRunningArray[Index].LastPingTime += CheckTestTimer;
|
|
|
|
if ( TestRunningArray[Index].LastPingTime > GameInstanceLostTimer )
|
|
{
|
|
// Find the game session instance info
|
|
int32 ClusterIndex;
|
|
int32 DeviceIndex;
|
|
verify(DeviceClusterManager.FindDevice(TestRunningArray[Index].OwnerMessageAddress, ClusterIndex, DeviceIndex));
|
|
//verify this device thought it was busy
|
|
TSharedPtr <IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
|
|
check(Report.IsValid());
|
|
// A dummy array used to report the result
|
|
|
|
TArray<FString> EmptyStringArray;
|
|
TArray<FString> ErrorStringArray;
|
|
ErrorStringArray.Add(FString(TEXT("Failed")));
|
|
bHasErrors = true;
|
|
GLog->Logf(ELogVerbosity::Display, TEXT("Timeout hit. Nooooooo."));
|
|
|
|
FAutomationTestResults TestResults;
|
|
TestResults.State = EAutomationState::Fail;
|
|
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, DeviceIndex);
|
|
TestResults.AddEvent(FAutomationEvent(EAutomationEventType::Error, FString::Printf(TEXT("Timeout waiting for device %s"), *TestResults.GameInstance)));
|
|
|
|
// Set the results
|
|
Report->SetResults(ClusterIndex, CurrentTestPass, TestResults);
|
|
bTestResultsAvailable = true;
|
|
|
|
const FAutomationTestResults& FinalResults = Report->GetResults(ClusterIndex, CurrentTestPass);
|
|
|
|
// Gather all of the data relevant to this test for our json reporting.
|
|
CollectTestResults(Report, FinalResults);
|
|
|
|
// Disable the device in the cluster so it is not used again
|
|
DeviceClusterManager.DisableDevice(ClusterIndex, DeviceIndex);
|
|
|
|
// Remove the running test
|
|
TestRunningArray.RemoveAt(Index--);
|
|
|
|
// If there are no more devices, set the module state to disabled
|
|
if ( DeviceClusterManager.HasActiveDevice() == false )
|
|
{
|
|
// Process results first to write out the report
|
|
ProcessResults();
|
|
|
|
GLog->Logf(ELogVerbosity::Display, TEXT("Module disabled"));
|
|
SetControllerStatus(EAutomationControllerModuleState::Disabled);
|
|
ClusterDistributionMask = 0;
|
|
}
|
|
else
|
|
{
|
|
GLog->Logf(ELogVerbosity::Display, TEXT("Module not disabled. Keep looking."));
|
|
// Remove the cluster from the mask if there are no active devices left
|
|
if ( DeviceClusterManager.GetNumActiveDevicesInCluster(ClusterIndex) == 0 )
|
|
{
|
|
ClusterDistributionMask &= ~( 1 << ClusterIndex );
|
|
}
|
|
if ( TestRunningArray.Num() == 0 )
|
|
{
|
|
SetControllerStatus(EAutomationControllerModuleState::Ready);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MessageEndpoint->Send(new FAutomationWorkerPing(), TestRunningArray[Index].OwnerMessageAddress);
|
|
}
|
|
}
|
|
CheckTestTimer = 0.f;
|
|
}
|
|
}
|
|
|
|
const bool FAutomationControllerManager::ExportReport(uint32 FileExportTypeMask)
|
|
{
|
|
return ReportManager.ExportReport(FileExportTypeMask, GetNumDeviceClusters());
|
|
}
|
|
|
|
bool FAutomationControllerManager::IsTestRunnable(IAutomationReportPtr InReport) const
|
|
{
|
|
bool bIsRunnable = false;
|
|
|
|
for ( int32 ClusterIndex = 0; ClusterIndex < GetNumDeviceClusters(); ++ClusterIndex )
|
|
{
|
|
if ( InReport->IsSupported(ClusterIndex) )
|
|
{
|
|
if ( GetNumDevicesInCluster(ClusterIndex) >= InReport->GetNumParticipantsRequired() )
|
|
{
|
|
bIsRunnable = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return bIsRunnable;
|
|
}
|
|
|
|
/* FAutomationControllerModule callbacks
|
|
*****************************************************************************/
|
|
|
|
void FAutomationControllerManager::HandleFindWorkersResponseMessage(const FAutomationWorkerFindWorkersResponse& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
if ( Message.SessionId == ActiveSessionId )
|
|
{
|
|
DeviceClusterManager.AddDeviceFromMessage(Context->GetSender(), Message, DeviceGroupFlags);
|
|
}
|
|
|
|
RequestTests();
|
|
|
|
SetControllerStatus(EAutomationControllerModuleState::Ready);
|
|
}
|
|
|
|
void FAutomationControllerManager::HandlePongMessage( const FAutomationWorkerPong& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context )
|
|
{
|
|
AddPingResult(Context->GetSender());
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleReceivedScreenShot(const FAutomationWorkerScreenImage& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
FString ScreenshotIncomingFolder = FPaths::ProjectSavedDir() / TEXT("Automation/Incoming/");
|
|
|
|
bool bTree = true;
|
|
FString FileName = ScreenshotIncomingFolder / Message.ScreenShotName;
|
|
IFileManager::Get().MakeDirectory(*FPaths::GetPath(FileName), bTree);
|
|
FFileHelper::SaveArrayToFile(Message.ScreenImage, *FileName);
|
|
|
|
// TODO Automation There is identical code in, Engine\Source\Runtime\AutomationWorker\Private\AutomationWorkerModule.cpp,
|
|
// need to move this code into common area.
|
|
|
|
FString Json;
|
|
if ( FJsonObjectConverter::UStructToJsonObjectString(Message.Metadata, Json) )
|
|
{
|
|
FString MetadataPath = FPaths::ChangeExtension(FileName, TEXT("json"));
|
|
FFileHelper::SaveStringToFile(Json, *MetadataPath, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM);
|
|
}
|
|
|
|
TSharedRef<FComparisonEntry> Comparison = MakeShareable(new FComparisonEntry());
|
|
Comparison->Sender = Context->GetSender();
|
|
Comparison->Name = Message.Metadata.Name;
|
|
Comparison->PendingComparison = ScreenshotManager->CompareScreenshotAsync(Message.ScreenShotName);
|
|
|
|
ComparisonQueue.Enqueue(Comparison);
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleTestDataRequest(const FAutomationWorkerTestDataRequest& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
const FString TestDataRoot = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir() / TEXT("Test"));
|
|
const FString DataFile = Message.DataType / Message.DataPlatform / Message.DataTestName / Message.DataName + TEXT(".json");
|
|
const FString DataFullPath = TestDataRoot / DataFile;
|
|
|
|
// Generate the folder for the data if it doesn't exist.
|
|
const bool bTree = true;
|
|
IFileManager::Get().MakeDirectory(*FPaths::GetPath(DataFile), bTree);
|
|
|
|
bool bIsNew = true;
|
|
FString ResponseJsonData = Message.JsonData;
|
|
|
|
if ( FPaths::FileExists(DataFullPath) )
|
|
{
|
|
if ( FFileHelper::LoadFileToString(ResponseJsonData, *DataFullPath) )
|
|
{
|
|
bIsNew = false;
|
|
}
|
|
else
|
|
{
|
|
// TODO Error
|
|
}
|
|
}
|
|
|
|
if ( bIsNew )
|
|
{
|
|
FString IncomingTestData = FPaths::ProjectSavedDir() / TEXT("Automation/IncomingData/") / DataFile;
|
|
if ( FFileHelper::SaveStringToFile(Message.JsonData, *IncomingTestData) )
|
|
{
|
|
//TODO Anything extra to do here?
|
|
}
|
|
else
|
|
{
|
|
//TODO What do we do if this fails?
|
|
}
|
|
}
|
|
|
|
FAutomationWorkerTestDataResponse* ResponseMessage = new FAutomationWorkerTestDataResponse();
|
|
ResponseMessage->bIsNew = bIsNew;
|
|
ResponseMessage->JsonData = ResponseJsonData;
|
|
|
|
MessageEndpoint->Send(ResponseMessage, Context->GetSender());
|
|
}
|
|
|
|
void FAutomationControllerManager::HandlePerformanceDataRequest(const FAutomationWorkerPerformanceDataRequest& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
//TODO Read/Performance data.
|
|
|
|
FAutomationWorkerPerformanceDataResponse* ResponseMessage = new FAutomationWorkerPerformanceDataResponse();
|
|
ResponseMessage->bSuccess = true;
|
|
ResponseMessage->ErrorMessage = TEXT("");
|
|
|
|
MessageEndpoint->Send(ResponseMessage, Context->GetSender());
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleRequestNextNetworkCommandMessage(const FAutomationWorkerRequestNextNetworkCommand& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
// Harvest iteration of running the tests this result came from (stops stale results from being committed to subsequent runs)
|
|
if ( Message.ExecutionCount == ExecutionCount )
|
|
{
|
|
// Find the device id for the address
|
|
int32 ClusterIndex;
|
|
int32 DeviceIndex;
|
|
|
|
verify(DeviceClusterManager.FindDevice(Context->GetSender(), ClusterIndex, DeviceIndex));
|
|
|
|
// Verify this device thought it was busy
|
|
TSharedPtr<IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
|
|
check(Report.IsValid());
|
|
|
|
// Increment network command responses
|
|
bool bAllResponsesReceived = Report->IncrementNetworkCommandResponses();
|
|
|
|
// Test if we've accumulated all responses AND this was the result for the round of test running AND we're still running tests
|
|
if ( bAllResponsesReceived && ( ClusterDistributionMask & ( 1 << ClusterIndex ) ) )
|
|
{
|
|
// Reset the counter
|
|
Report->ResetNetworkCommandResponses();
|
|
|
|
// For every device in this networked test
|
|
TArray<FMessageAddress> DeviceAddresses = DeviceClusterManager.GetDevicesReservedForTest(ClusterIndex, Report);
|
|
check(DeviceAddresses.Num() == Report->GetNumParticipantsRequired());
|
|
|
|
// Send it to each device
|
|
for ( int32 AddressIndex = 0; AddressIndex < DeviceAddresses.Num(); ++AddressIndex )
|
|
{
|
|
//send "next command message" to worker
|
|
MessageEndpoint->Send(new FAutomationWorkerNextNetworkCommandReply(), DeviceAddresses[AddressIndex]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleRequestTestsReplyCompleteMessage(const FAutomationWorkerRequestTestsReplyComplete& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
TArray<FAutomationTestInfo> TestInfo;
|
|
TestInfo.Reset(Message.Tests.Num());
|
|
for (const FAutomationWorkerSingleTestReply& SingleTestReply : Message.Tests)
|
|
{
|
|
FAutomationTestInfo NewTest = SingleTestReply.GetTestInfo();
|
|
TestInfo.Add(NewTest);
|
|
}
|
|
|
|
SetTestNames(Context->GetSender(), TestInfo);
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleRunTestsReplyMessage(const FAutomationWorkerRunTestsReply& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context)
|
|
{
|
|
// If we should commit these results
|
|
if ( Message.ExecutionCount == ExecutionCount )
|
|
{
|
|
FAutomationTestResults TestResults;
|
|
|
|
TestResults.State = Message.Success ? EAutomationState::Success : EAutomationState::Fail;
|
|
TestResults.Duration = Message.Duration;
|
|
|
|
// Mark device as back on the market
|
|
int32 ClusterIndex;
|
|
int32 DeviceIndex;
|
|
|
|
verify(DeviceClusterManager.FindDevice(Context->GetSender(), ClusterIndex, DeviceIndex));
|
|
|
|
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, DeviceIndex);
|
|
TestResults.SetEvents(Message.Events, Message.WarningTotal, Message.ErrorTotal);
|
|
|
|
// Verify this device thought it was busy
|
|
TSharedPtr<IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
|
|
check(Report.IsValid());
|
|
|
|
Report->SetResults(ClusterIndex, CurrentTestPass, TestResults);
|
|
|
|
const FAutomationTestResults& FinalResults = Report->GetResults(ClusterIndex, CurrentTestPass);
|
|
|
|
// Gather all of the data relevant to this test for our json reporting.
|
|
CollectTestResults(Report, FinalResults);
|
|
|
|
#if WITH_EDITOR
|
|
FMessageLog AutomationTestingLog("AutomationTestingLog");
|
|
AutomationTestingLog.Open();
|
|
#endif
|
|
|
|
for ( const FAutomationEvent& Event : TestResults.GetEvents() )
|
|
{
|
|
switch ( Event.Type )
|
|
{
|
|
case EAutomationEventType::Info:
|
|
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *Event.ToString());
|
|
#if WITH_EDITOR
|
|
AutomationTestingLog.Info(FText::FromString(Event.ToString()));
|
|
#endif
|
|
break;
|
|
case EAutomationEventType::Warning:
|
|
GLog->Logf(ELogVerbosity::Warning, TEXT("%s"), *Event.ToString());
|
|
#if WITH_EDITOR
|
|
AutomationTestingLog.Warning(FText::FromString(Event.ToString()));
|
|
#endif
|
|
break;
|
|
case EAutomationEventType::Error:
|
|
GLog->Logf(ELogVerbosity::Error, TEXT("%s"), *Event.ToString());
|
|
#if WITH_EDITOR
|
|
AutomationTestingLog.Error(FText::FromString(Event.ToString()));
|
|
#endif
|
|
break;
|
|
}
|
|
}
|
|
|
|
if ( TestResults.State == EAutomationState::Success )
|
|
{
|
|
FString SuccessString = FString::Printf(TEXT("...Automation Test Succeeded (%s)"), *Report->GetDisplayName());
|
|
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *SuccessString);
|
|
#if WITH_EDITOR
|
|
AutomationTestingLog.Info(FText::FromString(*SuccessString));
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
FString FailureString = FString::Printf(TEXT("...Automation Test Failed (%s)"), *Report->GetDisplayName());
|
|
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *FailureString);
|
|
#if WITH_EDITOR
|
|
AutomationTestingLog.Error(FText::FromString(*FailureString));
|
|
#endif
|
|
//FAutomationTestFramework::Get().Lo
|
|
}
|
|
|
|
// const bool TestSucceeded = (TestResults.State == EAutomationState::Success);
|
|
//FAutomationTestFramework::Get().LogEndTestMessage(Report->GetDisplayName(), TestSucceeded);
|
|
|
|
// Device is now good to go
|
|
DeviceClusterManager.SetTest(ClusterIndex, DeviceIndex, NULL);
|
|
}
|
|
|
|
// Remove the running test
|
|
RemoveTestRunning(Context->GetSender());
|
|
}
|
|
|
|
void FAutomationControllerManager::HandleWorkerOfflineMessage( const FAutomationWorkerWorkerOffline& Message, const TSharedRef<IMessageContext, ESPMode::ThreadSafe>& Context )
|
|
{
|
|
FMessageAddress DeviceMessageAddress = Context->GetSender();
|
|
DeviceClusterManager.Remove(DeviceMessageAddress);
|
|
}
|
|
|
|
bool FAutomationControllerManager::IsDeviceGroupFlagSet( EAutomationDeviceGroupTypes::Type InDeviceGroup ) const
|
|
{
|
|
const uint32 FlagMask = 1 << InDeviceGroup;
|
|
return (DeviceGroupFlags & FlagMask) > 0;
|
|
}
|
|
|
|
void FAutomationControllerManager::ToggleDeviceGroupFlag( EAutomationDeviceGroupTypes::Type InDeviceGroup )
|
|
{
|
|
const uint32 FlagMask = 1 << InDeviceGroup;
|
|
DeviceGroupFlags = DeviceGroupFlags ^ FlagMask;
|
|
}
|
|
|
|
void FAutomationControllerManager::UpdateDeviceGroups( )
|
|
{
|
|
DeviceClusterManager.ReGroupDevices( DeviceGroupFlags );
|
|
|
|
// Update the reports in case the number of clusters changed
|
|
int32 NumOfClusters = DeviceClusterManager.GetNumClusters();
|
|
ReportManager.ClustersUpdated(NumOfClusters);
|
|
}
|
|
|
|
TArray<FString> FAutomationControllerManager::GetCheckpointFileContents()
|
|
{
|
|
TestsRun.Empty();
|
|
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
|
|
if (IFileManager::Get().FileExists(*CheckpointFileName))
|
|
{
|
|
FString FileData;
|
|
FFileHelper::LoadFileToString(FileData, *CheckpointFileName);
|
|
FileData.ParseIntoArrayLines(TestsRun);
|
|
for (int i = 0; i < TestsRun.Num(); i++)
|
|
{
|
|
GLog->Log(TEXT("AutomationCheckpoint"), ELogVerbosity::Log, *TestsRun[i]);
|
|
}
|
|
}
|
|
return TestsRun;
|
|
}
|
|
|
|
FArchive* FAutomationControllerManager::GetCheckpointFileForWrite()
|
|
{
|
|
if (!CheckpointFile)
|
|
{
|
|
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
|
|
CheckpointFile = IFileManager::Get().CreateFileWriter(*CheckpointFileName, 8);
|
|
}
|
|
return CheckpointFile;
|
|
}
|
|
|
|
void FAutomationControllerManager::CleanUpCheckpointFile()
|
|
{
|
|
if (CheckpointFile)
|
|
{
|
|
CheckpointFile->Close();
|
|
CheckpointFile = nullptr;
|
|
}
|
|
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
|
|
if (IFileManager::Get().FileExists(*CheckpointFileName))
|
|
{
|
|
IFileManager::Get().Delete(*CheckpointFileName);
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::WriteLoadedCheckpointDataToFile()
|
|
{
|
|
GetCheckpointFileForWrite();
|
|
if (CheckpointFile)
|
|
{
|
|
for (int i = 0; i < TestsRun.Num(); i++)
|
|
{
|
|
FString LineToWrite = FString::Printf(TEXT("%s\r\n"), *TestsRun[i]);
|
|
CheckpointFile->Serialize(TCHAR_TO_ANSI(*LineToWrite), LineToWrite.Len());
|
|
CheckpointFile->Flush();
|
|
}
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::WriteLineToCheckpointFile(FString StringToWrite)
|
|
{
|
|
GetCheckpointFileForWrite();
|
|
if (CheckpointFile)
|
|
{
|
|
FString LineToWrite = FString::Printf(TEXT("%s\r\n"), *StringToWrite);
|
|
CheckpointFile->Serialize(TCHAR_TO_ANSI(*LineToWrite), LineToWrite.Len());
|
|
CheckpointFile->Flush();
|
|
}
|
|
}
|
|
|
|
void FAutomationControllerManager::ResetAutomationTestTimeout(const TCHAR* Reason)
|
|
{
|
|
GLog->Logf(ELogVerbosity::Display, TEXT("Resetting automation test timeout: %s"), Reason);
|
|
LastTimeUpdateTicked = FPlatformTime::Seconds();
|
|
}
|