Files
UnrealEngineUWP/Engine/Source/Runtime/AutomationWorker/Private/AutomationWorkerModule.h
2014-03-14 14:13:41 -04:00

126 lines
3.7 KiB
C++

// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
/*=============================================================================
AutomationWorkerModule.h: Declares the FAutomationWorkerModule class.
=============================================================================*/
#pragma once
/**
* Implements the Automation Worker module.
*/
class FAutomationWorkerModule
: public IAutomationWorkerModule
{
public:
// Begin IModuleInterface interface
virtual void StartupModule() OVERRIDE;
virtual bool SupportsDynamicReloading() OVERRIDE;
// End IModuleInterface interface
public:
// Begin IAutomationWorkerModule interface
virtual void Tick() OVERRIDE;
virtual void RunTest( const FString& InTestToRun, const int32 InRoleIndex, FStopTestEvent const& InStopTestEvent ) OVERRIDE;
// End IAutomationWorkerModule interface
protected:
/**
* Execute all latent commands and when complete send results message back to the automation controller
*/
bool ExecuteLatentCommands();
/**
* Execute all network commands and when complete send results message back to the automation controller
*/
bool ExecuteNetworkCommands();
/**
* Initializes the automation worker.
*/
void Initialize();
/**
* Network phase is complete (if there were any network commands). Send ping back to the controller
*/
void ReportNetworkCommandComplete();
/**
* Test is complete. Send results back to controller
*/
void ReportTestComplete();
/**
* Send a list of all the tests supported by the worker
*
* @param ControllerAddress - The message address of the controller that requested the tests.
*/
void SendTests( const FMessageAddress& ControllerAddress );
private:
// Handles FAutomationWorkerFindWorkers messages.
void HandleFindWorkersMessage( const FAutomationWorkerFindWorkers& Message, const IMessageContextRef& Context );
// Handles message endpoint shutdowns.
void HandleMessageEndpointShutdown();
// Handles FAutomationWorkerNextNetworkCommandReply messages.
void HandleNextNetworkCommandReplyMessage( const FAutomationWorkerNextNetworkCommandReply& Message, const IMessageContextRef& Context );
// Handles FAutomationWorkerPing messages.
void HandlePingMessage( const FAutomationWorkerPing& Message, const IMessageContextRef& Context );
// Handles FAutomationWorkerResetTests messages.
void HandleResetTests( const FAutomationWorkerResetTests& Message, const IMessageContextRef& Context );
// Handles FAutomationWorkerRequestTests messages.
void HandleRequestTestsMessage( const FAutomationWorkerRequestTests& Message, const IMessageContextRef& Context );
// Handles FAutomationWorkerRunTests messages.
void HandleRunTestsMessage( const FAutomationWorkerRunTests& Message, const IMessageContextRef& Context );
#if WITH_ENGINE
/** Invoked when we have screen shot to send. */
void HandleScreenShotCaptured(int32 Width, int32 Height, const TArray<FColor>& Bitmap, const FString& ScreenShotName);
#endif
private:
// The collection of test data we are to send to a controller
TArray< FAutomationTestInfo > TestInfo;
private:
// Holds the messaging endpoint.
FMessageEndpointPtr MessageEndpoint;
//ID of the controller sending the test request
FGuid TestRequesterGUID;
//identifier for the controller to know if the results should be discarded or not
uint32 ExecutionCount;
//execute one of the tests by request of the controller
FString TestName;
/** Whether the controller has requested that the network command should execute */
bool bExecuteNextNetworkCommand;
/** Whether we are processing sub-commands of a network command */
bool bExecutingNetworkCommandResults;
/** Delegate to fire when the test is complete */
FStopTestEvent StopTestEvent;
};