Files
UnrealEngineUWP/Engine/Source/Developer/AutomationController/Private/AutomationDeviceClusterManager.h
kevin hamilton e46769ebad Automation: Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 4
 -Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode.
 -Added a graphical test result section to show relative times between instances.

[CL 2076099 by kevin hamilton in Main branch]
2014-05-16 17:44:18 -04:00

214 lines
6.9 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AutomationDeviceClusterManager.h: Declares the FAutomationDeviceClusterManager class.
=============================================================================*/
#pragma once
/**
* Managers groups of devices for job distribution
*/
class FAutomationDeviceClusterManager
{
public:
/** Clear out all clusters for a new session */
void Reset();
/**
* Add a new device from an AutomationWorkerFindWorkersResponse message, creating new clusters as needed
* @param MessageAddress - The network address of an available worker
* @param Message - The message that contains the device info
* @param GroupFlags - Used find out which group to put the new device into
*/
void AddDeviceFromMessage(const FMessageAddress& MessageAddress, const FAutomationWorkerFindWorkersResponse& Message, const uint32 GroupFlags);
/** Remove a device (went offline, etc) */
void Remove(const FMessageAddress& MessageAddress);
/** Returns number of unique device types */
int32 GetNumClusters() const;
/** Returns the sum of the device counts per cluster */
int32 GetTotalNumDevices() const;
/** Returns the number of devices in of a particular device type */
int32 GetNumDevicesInCluster (const int32 ClusterIndex) const;
/** Returns the number of active devices in of a particular device type */
int32 GetNumActiveDevicesInCluster(const int32 ClusterIndex) const;
/** Returns the name of the cluster group */
FString GetClusterGroupName(const int32 ClusterIndex) const;
/** Returns the name of the devices within this cluster */
FString GetClusterDeviceType (const int32 ClusterIndex) const;
/** Returns the name of a device within a cluster */
FString GetClusterDeviceName(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Finds the cluster/device index for a particular Guid
*
* @param MessageAddress - Network address of the device
* @param OutClusterIndex - the index of the platform this device was in
* @param OutDeviceIndex - the index of the device within OutClusterIndex
*
* @return - true if the device was found within a cluster
*/
bool FindDevice(const FMessageAddress& MessageAddress, int32& OutClusterIndex, int32& OutDeviceIndex);
/**
* Returns the message address of the device specified
* @param ClusterIndex - index of the device cluster
* @param DeviceIndex - index of the device within the cluster
*
* @return The message address of this device
*/
FMessageAddress GetDeviceMessageAddress(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Returns the devices that have been reserved for a particular test
*
* @param ClusterIndex - the device type we are testing
* @param Report - The automation test that we are trying to run (when we have enough participants)
*
* @return - The array of devices that are currently signed up for running this test
*/
TArray<FMessageAddress> GetDevicesReservedForTest(const int32 ClusterIndex, TSharedPtr <IAutomationReport> Report);
/**
* Returns the current test this device should be running
* @param ClusterIndex - index of the device cluster
* @param DeviceIndex - index of the device within the cluster
* @return - NULL if this device is available or the test structure if it is in-process
*/
TSharedPtr <IAutomationReport> GetTest(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Sets the current test being run by the particular device
*
* @param ClusterIndex - The Cluster which holds the device we intend to run the test on
* @param DeviceIndex - The devices index in the cluster where we intend to run the test on
* @param NewReport - The test we are going to run
*/
void SetTest(const int32 ClusterIndex, const int32 DeviceIndex, TSharedPtr <IAutomationReport> NewReport);
/**
* Resets all cases on devices which are running the specified test to NULL
*
* @param ClusterIndex - The Cluster where we want all devices running the test to cease
* @param InTest - The test we are stopping
*/
void ResetAllDevicesRunningTest( const int32 ClusterIndex, IAutomationReportPtr InTest );
/**
* Disable a device as it is no longer available - keep around to get the results
* @param ClusterIndex - the index of the platform this device was in
* @param DeviceIndex - the index of the device within OutClusterIndex
*/
void DisableDevice( const int32 ClusterIndex, const int32 DeviceIndex );
/**
* Check if a device is enabled
* @param ClusterIndex - the index of the platform this device was in
* @param DeviceIndex - the index of the device within OutClusterIndex
*/
bool DeviceEnabled( const int32 ClusterIndex, const int32 DeviceIndex );
/**
* Check if there are any active game instances left
* @return True if there are some game instances
*/
bool HasActiveDevice();
/**
* Regroups the device clusters based off the current group flags
*/
void ReGroupDevices( const uint32 GroupFlags );
private:
/** per actual device, the network address and current test being run */
class FDeviceState
{
public:
FDeviceState(FMessageAddress NewMessageAddress, const FAutomationWorkerFindWorkersResponse& Message )
{
DeviceMessageAddress = NewMessageAddress;
DeviceName = Message.DeviceName;
PlatformName = Message.Platform;
OSVersionName = Message.OSVersionName;
ModelName = Message.ModelName;
GPUName = Message.GPUName;
CPUModelName = Message.CPUModelName;
RAMInGB = Message.RAMInGB;
RenderModeName = Message.RenderModeName;
Report.Reset();
GameInstanceName = Message.InstanceName;
IsDeviceAvailable = true;
}
/** Network address for device */
FMessageAddress DeviceMessageAddress;
/** The instance name */
FString GameInstanceName;
/** The name of device */
FString DeviceName;
/** The name of the platform */
FString PlatformName;
/** The name of the operating system version */
FString OSVersionName;
/** The name of the device model */
FString ModelName;
/** The name of the GPU */
FString GPUName;
/** The name of the CPU model */
FString CPUModelName;
/** The amount of RAM this device has in gigabytes */
uint32 RAMInGB;
/** The name of the current render mode */
FString RenderModeName;
/** NULL if this device is available to do work*/
TSharedPtr <IAutomationReport> Report;
/** Hold if the game instance is available */
bool IsDeviceAvailable;
};
/** for each cluster, the name and array of known devices */
class FDeviceCluster
{
public:
/** Name of the Cluster */
FString ClusterName;
/** Name of the platform */
FString DeviceTypeName;
/** Guids/state for each device of this type */
TArray <FDeviceState> Devices;
};
/**
* Generates a group name based off the device info and current group flags
*/
FString GetGroupNameForDevice(const FDeviceState& DeviceState, const uint32 DeviceGroupFlags);
/** Array of all clusters */
TArray <FDeviceCluster> Clusters;
};