Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Framework/Base/Gauntlet.BaseTestNode.cs
eric knapik 26df6dea74 #jira: FORT-477143, FORT-448935
Have gauntlet display the command a test was ran with
Add server output to the horde log so errors can be easier identified from a webpage.
Fixing a typo with Text which should have been Test

#preflight 63408864587d6afac86da474
#rb: Gary.Yuan
https://p4-swarm.epicgames.net/reviews/22408413/

[CL 22451857 by eric knapik in ue5-main branch]
2022-10-11 02:54:50 -04:00

225 lines
5.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace Gauntlet
{
/// <summary>
/// Simple node that implements the ITestNode interface and provides some convenience functions for
/// inherited tests to use
/// </summary>
public abstract class BaseTest : ITestNode
{
/// <summary>
/// Override this to set the max running time for this test
/// </summary>
public abstract float MaxDuration { get; protected set; }
/// <summary>
/// What the test result should be treated as if we reach max duration.
/// </summary>
public virtual EMaxDurationReachedResult MaxDurationReachedResult { get; set; }
/// <summary>
/// Override this to set the priority of this test
/// </summary>
public virtual TestPriority Priority { get { return TestPriority.Normal; } }
/// <summary>
/// Return the name of this test
/// </summary>
public abstract string Name { get; }
/// <summary>
/// Returns true if the test has encountered warnings. Test is expected to list any warnings it considers appropriate in the summary
/// </summary>
public virtual bool HasWarnings { get; protected set; }
/// <summary>
/// Returns reason for the test cancellation
/// </summary>
public virtual string CancellationReason { get; protected set; }
/// <summary>
/// Returns true if the test was cancelled
/// </summary>
public virtual bool WasCancelled { get; protected set; }
/// <summary>
/// Internal status state
/// </summary>
private TestStatus InnerStatus;
/// <summary>
/// Return true if the warnings and errors needs to log after summary
/// </summary>
public virtual bool LogWarningsAndErrorsAfterSummary { get; protected set; } = true;
/// <summary>
///
/// </summary>
public BaseTest()
{
InnerStatus = TestStatus.NotStarted;
}
/// <summary>
/// OVerride this to return the result of the test
/// </summary>
/// <returns></returns>
public abstract TestResult GetTestResult();
/// <summary>
/// Set the test result value of the test.
/// </summary>
/// <param name="testResult">New result that the Test should have.</param>
public abstract void SetTestResult(TestResult testResult);
/// <summary>
/// Add a new test event to be rolled up into the summary at the end of this test.
/// </summary>
public virtual void AddTestEvent(UnrealTestEvent InEvent)
{
}
/// <summary>
/// Summarize the result of the test
/// </summary>
/// <returns></returns>
public virtual string GetTestSummary()
{
return string.Format("{0}: {1}", Name, GetTestResult());
}
/// <summary>
/// Return list of warnings. Empty by default
/// </summary>
/// <returns></returns>
public virtual IEnumerable<string> GetWarnings()
{
return new string[0];
}
/// <summary>
/// Return list of errors. Empty by default
/// </summary>
/// <returns></returns>
public virtual IEnumerable<string> GetErrors()
{
return new string[0];
}
public virtual string GetRunLocalCommand(string LaunchingBuildCommand)
{
string CommandToRunLocally =
string.Format("RunUAT {0} -Test={1} ", LaunchingBuildCommand, GetType());
return CommandToRunLocally;
}
/// <summary>
/// Mark the test as started
/// </summary>
/// <returns></returns>
protected void MarkTestStarted()
{
InnerStatus = TestStatus.InProgress;
SetTestResult(TestResult.Invalid);
}
/// <summary>
/// Mark the test as complete
/// </summary>
/// <returns></returns>
protected void MarkTestComplete()
{
InnerStatus = TestStatus.Complete;
}
/// <summary>
/// Return our internal status
/// </summary>
/// <returns></returns>
public TestStatus GetTestStatus()
{
return InnerStatus;
}
public virtual bool IsReadyToStart()
{
return true;
}
/// <summary>
/// Called to request the test launch. Should call MarkTestComplete
/// </summary>
/// <returns></returns>
public abstract bool StartTest(int Pass, int NumPasses);
/// <summary>
/// Called to request the test is shutdown
/// </summary>
/// <returns></returns>
public abstract void CleanupTest();
/// <summary>
/// Called if TestResult returns WantRetry. Can be overridden for something
/// more elegant than a hard shutdown/launch
/// </summary>
/// <returns></returns>
public virtual bool RestartTest()
{
CleanupTest();
return StartTest(0,1);
}
/// <summary>
/// Gives the test a chance to perform logic. Should call MarkComplete() when it detects a
/// success or error state
/// </summary>
/// <returns></returns>
public virtual void TickTest()
{
}
/// <summary>
/// Sets Cancellation Reason.
/// </summary>
/// <param name="InReason"></param>
/// <returns></returns>
public virtual void SetCancellationReason(string InReason)
{
CancellationReason = InReason;
}
/// <summary>
/// Called after the test is completed and shutdown
/// </summary>
/// <param name="InReason"></param>
/// <returns></returns>
public virtual void StopTest(StopReason InReason)
{
WasCancelled = InReason != StopReason.Completed;
}
/// <summary>
/// Helper to set context
/// </summary>
/// <param name="InContext"></param>
/// <returns></returns>
public virtual void SetContext(ITestContext InContext)
{
}
/// <summary>
/// Output all defined commandline information for this test to the gauntlet window and exit test early.
/// </summary>
public virtual void DisplayCommandlineHelp()
{
}
}
}