Files
UnrealEngineUWP/Engine/Source/Developer/AutomationController/Private/AutomationControllerManger.cpp
Matt Kuhlenschmidt 4fa92bfa50 Copying //UE4/Dev-Editor to //UE4/Dev-Main (Source: //UE4/Dev-Editor @ 3152045)
#lockdown Nick.Penwarden
#rb none
==========================
MAJOR FEATURES + CHANGES
==========================

Change 3106449 on 2016/08/30 by Michael.Dupuis

	#jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu)

Change 3133997 on 2016/09/21 by Alex.Delesky

	#jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter.

Change 3134132 on 2016/09/21 by Jamie.Dale

	Added the "unattended" flag when running the localzation commandlets via UAT

Change 3134147 on 2016/09/21 by Frank.Fella

	Core - Add multitouch support to windows.

Change 3134349 on 2016/09/21 by Michael.Dupuis

	#jira UE-36151 Update the title bar to display the branch also

Change 3134355 on 2016/09/21 by Michael.Dupuis

	#jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file

Change 3134447 on 2016/09/21 by Alexis.Matte

	#jira UE-36064
	The SpriteComponent is now properly reused when duplicating a light.

Change 3134451 on 2016/09/21 by Alexis.Matte

	#jira UE-22782
	Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true

Change 3134457 on 2016/09/21 by Jamie.Dale

	FInternationalization::Leetify now deals with escape sequences correctly.

	This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly.

Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt

	Cleaned up some of the UI for the new material slot workflow (part 1)

Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix crash clicking OK to the import mesh dialog in persona when a path is not selected.  The OK button is now disabled until a valid path is selected

Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt

	Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade

Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt

	Fix static analysis warnings in this file

Change 3134939 on 2016/09/21 by Nick.Darnell

	Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it.  Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data.  Improving the filter for automation window so it lets you put in a path, and find it that way.  Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match.

Change 3134941 on 2016/09/21 by Nick.Darnell

	Automation - Functional tests now support warnings as errors on a per test basis.  Continued itteration on screenshot comparison.

Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt

	Fixed size of material slots in persona details panel

Change 3135076 on 2016/09/21 by Nick.Darnell

	Automation - Adding a missing file.

Change 3135584 on 2016/09/22 by Gareth.Martin

	Removed unused ULandscapeInfo::BeginDestroy
	Slight cleanup to FLandscapeEditDataInterface::DeleteLayer

Change 3135585 on 2016/09/22 by Gareth.Martin

	New Count algo
	Const'd Copy/Accumulate/Transform

Change 3135599 on 2016/09/22 by Gareth.Martin

	Resolve crash if a Landscape Layer Info object is force deleted while it is in use :(
	#jira UE-35709

Change 3135724 on 2016/09/22 by Michael.Dupuis

	#jira UE-32662 Remove old migration code that was causing this side effect

Change 3135726 on 2016/09/22 by Nick.Darnell

	Slate - Removing the SLATE_PRE_MULTIPLY macro.

Change 3135730 on 2016/09/22 by Nick.Darnell

	UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent.

Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure any handles to the backbuffer are released before the backbuffer is resized

	https://jira.it.epicgames.net/browse/UE-30488

Change 3135810 on 2016/09/22 by Ben.Marsh

	Build: Compile tools before running automated tests.

Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt

	Ensure you can unpause after toggling play/pause with a keyboard shortcut.  We were processing the keybinding on key down AND up which caused the unpause to instantly pause again
	https://jira.it.epicgames.net/browse/UE-36276

Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt

	Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material.  The construction script was running before all the material had been set on all components.

Change 3136318 on 2016/09/22 by Alex.Delesky

	#jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus

Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt

	Fix crash restarting a mission in Odin

Change 3136741 on 2016/09/22 by Cody.Albert

	Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget

	#jira UE-36322

Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt

	Added guard against slate rendering with deleted materials.  In this will now be caught with a looged with the deleted material name.

Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt

	Removed the pooled draw elements stuff which is not used

Change 3137791 on 2016/09/23 by Nick.Darnell

	MediaPlayer - Removing .png from one of the style files, as that's not required.  Was causing warnings to be logged on load.

Change 3137793 on 2016/09/23 by Nick.Darnell

	Localization - Adjusting some log statements to say with instead of w/

Change 3137796 on 2016/09/23 by Nick.Darnell

	Slate - Adding missing and replacing corrupted style files in the editor.

Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level

Change 3137876 on 2016/09/23 by Jamie.Dale

	Added allocation tagging to MProf2

	This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool).

	#jira UETOOL-950

Change 3137982 on 2016/09/23 by Gareth.Martin

	Added Invoke() support to CopyIf

Change 3137983 on 2016/09/23 by Gareth.Martin

	Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code
	- Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :)
	Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code

Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt

	Fixed Child Actor Template properties not visible after changing Child Actor Class

Change 3138079 on 2016/09/23 by Jamie.Dale

	Fixing some Clang warnings

Change 3138087 on 2016/09/23 by Jamie.Dale

	Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize

	GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize).

	Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate.

	#jira UETOOL-952

Change 3138127 on 2016/09/23 by Gareth.Martin

	Fixed crash when merging levels containing landscape
	#jira UE-36267

Change 3138821 on 2016/09/23 by Stephan.Jiang

	Fixes "Select all input node" doesn't work properly on output node.

	#jira UE-36335

Change 3138915 on 2016/09/23 by Stephan.Jiang

	Disable "select all linked nodes" for output nodes in material editor

Change 3139341 on 2016/09/25 by Nick.Darnell

	Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests.

Change 3139342 on 2016/09/25 by Nick.Darnell

	Landscape - Fixing some compiler errors on mac.

Change 3139345 on 2016/09/25 by Nick.Darnell

	Automation - Spelling and cleanup.

Change 3139346 on 2016/09/25 by Nick.Darnell

	Engine - Changing a check to an ensure, there's no reason to crash if this happens.

Change 3139347 on 2016/09/25 by Nick.Darnell

	Automation  - Making EFunctionalTestResult a BlueprintType

Change 3139348 on 2016/09/25 by Nick.Darnell

	Automation - Adding another test map.

Change 3139676 on 2016/09/26 by Michael.Dupuis

	#jira UE-32335 If we are a config object simply permit the transaction for undo/redo

Change 3139702 on 2016/09/26 by Nick.Darnell

	UMG - Making GetLocalHitLocation on UWidgetComponent virtual.

Change 3139760 on 2016/09/26 by Alexis.Matte

	Make sure we remove override materials from the list when the mesh point by the component has less materials.
	#jira UE-28845

Change 3139761 on 2016/09/26 by Alex.Delesky

	Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes.

	#jira none

Change 3139843 on 2016/09/26 by Alex.Delesky

	#jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly.

Change 3139880 on 2016/09/26 by Frank.Fella

	QAGame - Update multitouch test with less crashy assets?

Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix selections having the potential to be out of sync after undo/redo

Change 3139928 on 2016/09/26 by Nick.Darnell

	Automation - tweaking the test maps some more.

Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt

	Fix false positive with the test for vaild materials being rendered by slate.

Change 3140912 on 2016/09/26 by Frank.Fella

	Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable.

Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt

	PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist)

Change 3141223 on 2016/09/27 by Jamie.Dale

	Updated UTextProperty::Identical to no longer compare display strings all the time

	It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent.

	#jira UE-36456

Change 3141242 on 2016/09/27 by Richard.TalbotWatkin

	Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer.
	#jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component
	Duplicated CL 3139370 from //UE4/Release-4.13
	Duplicated CL 3139878 from //UE4/Release-4.13

Change 3141323 on 2016/09/27 by Michael.Dupuis

	#jira UE-35081 Enable bDisplayEngineVersionInBadge by default

Change 3141798 on 2016/09/27 by tim.gautier

	Added UMG_DisplayWidget

Change 3143038 on 2016/09/28 by Jamie.Dale

	Added extra context to FTableRowBase::OnPostDataImport

	It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys).

Change 3143039 on 2016/09/28 by Jamie.Dale

	Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity

	Only texts which have the same display string pointer can have the same identity, so this is a much faster check.

Change 3143098 on 2016/09/28 by Gareth.Martin

	Fixed crash when loading duplicated landscape levels
	#jira UE-34890

Change 3143300 on 2016/09/28 by Gareth.Martin

	Fixed crash when duplicating a level containing a landscape through the content browser
	#jira UE-34890

Change 3143389 on 2016/09/28 by Jamie.Dale

	LastResort is no longer staged in shipping builds

	You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game).

	This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now.

Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed this file

Change 3143717 on 2016/09/28 by Michael.Dupuis

	Fixed lowercase

Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt

	Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming.  The viewport is rendered once and the render target is passed to slate instead of the entire viewport

Change 3143820 on 2016/09/28 by Alexis.Matte

	Use the PersonaToolikit to get the mesh

Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt

	Added guard for UE-36499

Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt

	Fix constructor init order

Change 3144821 on 2016/09/29 by Jamie.Dale

	Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize

	If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear.

Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt

	Added a commandlet to allow command line importing of any asset type the engine supports.
	- Intermediate checkin

Change 3144875 on 2016/09/29 by Nick.Darnell

	Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test.

Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt

	Disable auto-applying of scalability settings
	The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff.

Change 3145274 on 2016/09/29 by Jamie.Dale

	New asset menu no longer has a scrollbar on most displays

Change 3146004 on 2016/09/29 by Matt.Barnes

	Adding two FBX test files to help facilitate QA coverage on the new material/section workflow.

Change 3146377 on 2016/09/30 by Gareth.Martin

	Fixed landscape rendering errors after using the "change component size" tool
	- also affected initial import of a landscape+weightmaps
	#jira UE-34518

Change 3146455 on 2016/09/30 by Jamie.Dale

	Fixing more menus that had scrollbars due to only being able to use half the vertical resolution

Change 3146466 on 2016/09/30 by Gareth.Martin

	Fixed not being able to erase foliage attached to BSP
	#jira UE-36297

Change 3146471 on 2016/09/30 by Jamie.Dale

	Can no longer localize sequences via the Content Browser

Change 3146569 on 2016/09/30 by Jamie.Dale

	Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing

Change 3147116 on 2016/09/30 by Michael.Dupuis

	#jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker)

Change 3148091 on 2016/10/01 by Matt.Barnes

	Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively

Change 3148714 on 2016/10/03 by Nick.Darnell

	PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts)

	#jira UE-35568

Change 3148793 on 2016/10/03 by Nick.Darnell

	Automation - TPS for SM_Cornellbox

Change 3148801 on 2016/10/03 by Nick.Darnell

	PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy)

	#jira UE-36711

Change 3148805 on 2016/10/03 by Nick.Darnell

	PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454)

	#jira UE-36715

Change 3148813 on 2016/10/03 by Nick.Darnell

	UMG - The retainer now contains the SVirtualWindow directly in the hierarchy.  This should now make it possible to reliably focus elements inside the retainer widget.

Change 3148855 on 2016/10/03 by Gareth.Martin

	Fixed performance regression when importing landscape heightmaps
	#jira UE-36659

Change 3149482 on 2016/10/03 by Cody.Albert

	Added link to Support landing page to Help menu

	#jira UE-36603

Change 3149520 on 2016/10/03 by tim.gautier

	Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality.

Change 3149945 on 2016/10/04 by Gareth.Martin

	Fixed invisible landscape components when using tessellation on landscape material
	#jira UE-35494

Change 3149951 on 2016/10/04 by Gareth.Martin

	Reduced material update log spam when creating and editing landscapes
	- Some will remain, landscape fundementally manipulates a lot of material instances
	#jira UE-34440

Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt

	Fix not crashing when trying to clear objects which have a specific class filter in the property settings
	https://jira.it.epicgames.net/browse/UE-36692

Change 3150614 on 2016/10/04 by Nick.Darnell

	Git - Disabling some logging in non-debug builds of the git source control plugin.

Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt

	Fix loc warnings in these files (duplicate loc keys)

Change 3151679 on 2016/10/05 by Nick.Darnell

	Editor - Fixing the build, removing the VREditor module from the dynamically loaded list.

Change 3151722 on 2016/10/05 by Gareth.Martin

	Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration

Change 3151816 on 2016/10/05 by Gareth.Martin

	Fixed more breakage to Landscape caused by Dev-VREditor from main integration

[CL 3152072 by Matt Kuhlenschmidt in Main branch]
2016-10-05 13:23:01 -04:00

922 lines
30 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "AutomationControllerPrivatePCH.h"
#include "JsonObjectConverter.h"
#if WITH_EDITOR
#include "MessageLog.h"
#endif
namespace AutomationControllerConstants
{
const FString HistoryConfigSectionName = TEXT("AutomationController.History");
}
void FAutomationControllerManager::RequestAvailableWorkers(const FGuid& SessionId)
{
//invalidate previous tests
++ExecutionCount;
DeviceClusterManager.Reset();
ControllerResetDelegate.Broadcast();
// Don't allow reports to be exported
bTestResultsAvailable = false;
//store off active session ID to reject messages that come in from different sessions
ActiveSessionId = SessionId;
//TODO AUTOMATION - include change list, game, etc, or remove when launcher is integrated
int32 ChangelistNumber = 10000;
FString ProcessName = TEXT("instance_name");
MessageEndpoint->Publish(new FAutomationWorkerFindWorkers(ChangelistNumber, FApp::GetGameName(), ProcessName, SessionId), EMessageScope::Network);
// Reset the check test timers
LastTimeUpdateTicked = FPlatformTime::Seconds();
CheckTestTimer = 0.f;
}
void FAutomationControllerManager::RequestTests()
{
//invalidate incoming results
ExecutionCount++;
//reset the number of responses we have received
RefreshTestResponses = 0;
ReportManager.Empty();
for (int32 ClusterIndex = 0; ClusterIndex < DeviceClusterManager.GetNumClusters(); ++ClusterIndex)
{
int32 DevicesInCluster = DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex);
if (DevicesInCluster > 0)
{
FMessageAddress MessageAddress = DeviceClusterManager.GetDeviceMessageAddress(ClusterIndex, 0);
ResetIntermediateTestData();
//issue tests on appropriate platforms
MessageEndpoint->Send(new FAutomationWorkerRequestTests(bDeveloperDirectoryIncluded, RequestedTestFlags), MessageAddress);
}
}
}
void FAutomationControllerManager::RunTests( const bool bInIsLocalSession )
{
ExecutionCount++;
CurrentTestPass = 0;
ReportManager.SetCurrentTestPass(CurrentTestPass);
ClusterDistributionMask = 0;
bTestResultsAvailable = false;
TestRunningArray.Empty();
bIsLocalSession = bInIsLocalSession;
// Reset the check test timers
LastTimeUpdateTicked = FPlatformTime::Seconds();
CheckTestTimer = 0.f;
#if WITH_EDITOR
FMessageLog AutomationTestingLog("AutomationTestingLog");
FString NewPageName = FString::Printf(TEXT("-----Test Run %d----"), ExecutionCount);
FText NewPageNameText = FText::FromString(*NewPageName);
AutomationTestingLog.Open();
AutomationTestingLog.NewPage(NewPageNameText);
AutomationTestingLog.Info(NewPageNameText);
#endif
//reset all tests
ReportManager.ResetForExecution(NumTestPasses);
for (int32 ClusterIndex = 0; ClusterIndex < DeviceClusterManager.GetNumClusters(); ++ClusterIndex)
{
//enable each device cluster
ClusterDistributionMask |= (1<<ClusterIndex);
//for each device in this cluster
for (int32 DeviceIndex = 0; DeviceIndex < DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex); ++DeviceIndex)
{
//mark the device as idle
DeviceClusterManager.SetTest(ClusterIndex, DeviceIndex, NULL);
// Send command to reset tests (delete local files, etc)
FMessageAddress MessageAddress = DeviceClusterManager.GetDeviceMessageAddress(ClusterIndex, DeviceIndex);
MessageEndpoint->Send(new FAutomationWorkerResetTests(), MessageAddress);
}
}
// Inform the UI we are running tests
if (ClusterDistributionMask != 0)
{
SetControllerStatus( EAutomationControllerModuleState::Running );
}
}
void FAutomationControllerManager::StopTests()
{
bTestResultsAvailable = false;
ClusterDistributionMask = 0;
ReportManager.StopRunningTests();
// Inform the UI we have stopped running tests
if (DeviceClusterManager.HasActiveDevice())
{
SetControllerStatus( EAutomationControllerModuleState::Ready );
}
else
{
SetControllerStatus( EAutomationControllerModuleState::Disabled );
}
TestRunningArray.Empty();
}
void FAutomationControllerManager::Init()
{
AutomationTestState = EAutomationControllerModuleState::Disabled;
bTestResultsAvailable = false;
bScreenshotsEnabled = true;
bSendAnalytics = FParse::Param(FCommandLine::Get(), TEXT("SendAutomationAnalytics"));
// Update the ini with the settings
bTrackHistory = false;
GConfig->GetBool(*AutomationControllerConstants::HistoryConfigSectionName, TEXT("bTrackHistory"), bTrackHistory, GEngineIni);
// Default num of items to track
NumberOfHistoryItemsTracked = 5;
GConfig->GetInt(*AutomationControllerConstants::HistoryConfigSectionName, TEXT("NumberOfHistoryItemsTracked"), NumberOfHistoryItemsTracked, GEngineIni);
}
void FAutomationControllerManager::RequestLoadAsset( const FString& InAssetName )
{
MessageEndpoint->Publish(new FAssetEditorRequestOpenAsset(InAssetName), EMessageScope::Process);
}
void FAutomationControllerManager::Tick()
{
ProcessAvailableTasks();
}
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 (int i = 0; i < OurPassResults.TestInformation.Num(); i++)
{
GLog->Logf(TEXT("%s: %s"), *OurPassResults.TestInformation[i].TestName, *OurPassResults.TestInformation[i].TestResult);
}
}
void FAutomationControllerManager::CollectTestNotes(FString TestName, const FAutomationWorkerRunTestsReply& Message)
{
for (int i = 0; i < OurPassResults.TestInformation.Num(); i++)
{
if (OurPassResults.TestInformation[i].TestName == TestName)
{
OurPassResults.TestInformation[i].TestInfo = Message.Logs;
OurPassResults.TestInformation[i].TestWarnings = Message.Warnings;
for (int j = 0; j < Message.Errors.Num(); j++)
{
OurPassResults.TestInformation[i].TestErrors.Add(Message.Errors[j].Message);
}
return;
}
}
}
void FAutomationControllerManager::UpdateTestResultValue(FString TestName, EAutomationState::Type TestResult)
{
for (int i = 0; i < OurPassResults.TestInformation.Num(); i++)
{
if (OurPassResults.TestInformation[i].TestName == TestName)
{
OurPassResults.TestInformation[i].TestResult = EAutomationState::ToString(TestResult);
switch (TestResult)
{
case EAutomationState::Success:
OurPassResults.NumSucceeded++;
break;
case EAutomationState::Fail:
OurPassResults.NumFailed++;
break;
default:
OurPassResults.NumNotRun++;
break;
}
return;
}
}
}
void FAutomationControllerManager::GenerateJsonTestPassSummary()
{
if (!OurPassResults.TestInformation.Num())
{
return;
}
const FAutomatedTestPassResults SerializedPassResults = OurPassResults;
TSharedPtr<FJsonObject> ReportJson = FJsonObjectConverter::UStructToJsonObject(SerializedPassResults);
if (ReportJson.IsValid())
{
FString ReportFileName = FString::Printf(TEXT("%s/AutomationReport-%d-%s.json"), *FPaths::AutomationLogDir(), FEngineVersion::Current().GetChangelist(), *FDateTime::Now().ToString());
FArchive* ReportFileWriter = IFileManager::Get().CreateFileWriter(*ReportFileName);
if (ReportFileWriter != nullptr)
{
TSharedRef<TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(ReportFileWriter, 0);
FJsonSerializer::Serialize(ReportJson.ToSharedRef(), JsonWriter);
delete ReportFileWriter;
}
}
else
{
GLog->Logf(ELogVerbosity::Error, TEXT("Test Report Json is invalid - report not generated."));
}
}
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::Type 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.TestName = NextTest->GetDisplayName();
OurPassResults.TestInformation.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]->GetDisplayName(), *TestsRunThisPass[AddressIndex]->GetCommand());
TestResults.State = EAutomationState::InProcess;
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(), bScreenshotsEnabled, 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() )
{
float EmptyDuration = 0.0f;
TArray<FString> EmptyStringArray;
TArray<FString> AutomationsWarnings;
AutomationsWarnings.Add( FString::Printf( TEXT( "Needed %d devices to participate, Only had %d available." ), CurrentTest->GetNumParticipantsRequired(), DeviceClusterManager.GetNumDevicesInCluster( ClusterIndex ) ) );
FAutomationTestResults TestResults;
TestResults.State = EAutomationState::NotEnoughParticipants;
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, 0);
TestResults.Warnings.Append( AutomationsWarnings );
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<FAutomationWorkerRequestTestsReply>(this, &FAutomationControllerManager::HandleRequestTestsReplyMessage)
.Handling<FAutomationWorkerRequestTestsReplyComplete>(this, &FAutomationControllerManager::HandleRequestTestsReplyCompleteMessage)
.Handling<FAutomationWorkerRunTestsReply>(this, &FAutomationControllerManager::HandleRunTestsReplyMessage)
.Handling<FAutomationWorkerScreenImage>(this, &FAutomationControllerManager::HandleReceivedScreenShot)
.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;
NumOfTestsToReceive = 0;
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 )
{
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 );
}
// Clear any intermediate data we had associated with the tests whilst building the full list of tests
ResetIntermediateTestData();
}
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();
// Update the tests with tracking details
ReportManager.TrackHistory(bTrackHistory, NumberOfHistoryItemsTracked);
}
}
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 ]);
}
}
// Write our the report of our automation pass to JSON. Then clean our array for the next pass.
GenerateJsonTestPassSummary();
OurPassResults.ClearAllEntries();
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.Errors.Num())
{
bHasErrors = true;
}
if (TestResults.Warnings.Num())
{
bHasWarning = true;
}
if (TestResults.Logs.Num())
{
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 = 200.0f;
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);
// Set the results
Report->SetResults(ClusterIndex,CurrentTestPass, TestResults );
bTestResultsAvailable = true;
// 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 )
{
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 IMessageContextRef& Context )
{
if (Message.SessionId == ActiveSessionId)
{
DeviceClusterManager.AddDeviceFromMessage(Context->GetSender(), Message, DeviceGroupFlags);
}
RequestTests();
SetControllerStatus( EAutomationControllerModuleState::Ready );
}
void FAutomationControllerManager::HandlePongMessage( const FAutomationWorkerPong& Message, const IMessageContextRef& Context )
{
AddPingResult(Context->GetSender());
}
void FAutomationControllerManager::HandleReceivedScreenShot( const FAutomationWorkerScreenImage& Message, const IMessageContextRef& Context )
{
// Forward the screen shot on to listeners
FAutomationWorkerScreenImage* ImageMessage = new FAutomationWorkerScreenImage(Message);
MessageEndpoint->Publish(ImageMessage, EMessageScope::Network);
//// TODO Automation Why are we doing this???? It's not actually storing them, that's handled by the ScreenShotManager.cpp
//{
// // Save the screen shot locally (assuming that the controller manager is running on PC/Mac)
// const bool bTree = true;
// IFileManager::Get().MakeDirectory(*FPaths::GetPath(Message.ScreenShotName), bTree);
// FFileHelper::SaveArrayToFile(Message.ScreenImage, *Message.ScreenShotName);
// // TODO Automation There is identical code in, Engine\Source\Runtime\AutomationWorker\Private\AutomationWorkerModule.cpp,
// // need to move this code into common area.
// TSharedPtr<FJsonObject> MetadataJson = FJsonObjectConverter::UStructToJsonObject(Message.Metadata);
// if ( MetadataJson.IsValid() )
// {
// FString MetadataPath = FPaths::ChangeExtension(Message.ScreenShotName, TEXT("json"));
// FArchive* MetadataWriter = IFileManager::Get().CreateFileWriter(*MetadataPath);
// if ( MetadataWriter != nullptr )
// {
// TSharedRef<TJsonWriter<> > JsonWriter = TJsonWriterFactory<>::Create(MetadataWriter, 0);
// FJsonSerializer::Serialize(MetadataJson.ToSharedRef(), JsonWriter);
// delete MetadataWriter;
// }
// }
//}
}
void FAutomationControllerManager::HandleRequestNextNetworkCommandMessage( const FAutomationWorkerRequestNextNetworkCommand& Message, const IMessageContextRef& 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::HandleRequestTestsReplyMessage(const FAutomationWorkerRequestTestsReply& Message, const IMessageContextRef& Context)
{
FAutomationTestInfo NewTest = Message.GetTestInfo();
TestInfo.Add(NewTest);
}
void FAutomationControllerManager::HandleRequestTestsReplyCompleteMessage(const FAutomationWorkerRequestTestsReplyComplete& Message, const IMessageContextRef& Context)
{
SetTestNames(Context->GetSender());
}
void FAutomationControllerManager::HandleRunTestsReplyMessage( const FAutomationWorkerRunTestsReply& Message, const IMessageContextRef& 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);
for ( auto& Error : Message.Errors )
{
TestResults.Errors.Add(Error.ToAutomationEvent());
}
TestResults.Logs = Message.Logs;
TestResults.Warnings = Message.Warnings;
// Verify this device thought it was busy
TSharedPtr <IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
check(Report.IsValid());
Report->SetResults(ClusterIndex,CurrentTestPass, TestResults);
// Gather all of the data relevant to this test for our json reporting.
CollectTestNotes(Report->GetDisplayName(), Message);
UpdateTestResultValue(Report->GetDisplayName(), TestResults.State);
#if WITH_EDITOR
FMessageLog AutomationTestingLog("AutomationTestingLog");
AutomationTestingLog.Open();
#endif
for ( TArray<FAutomationEvent>::TConstIterator ErrorIter(TestResults.Errors); ErrorIter; ++ErrorIter )
{
// FAutomationTestFramework::Get().LogTestMessage(**ErrorIter, ELogVerbosity::Error);
GLog->Logf(ELogVerbosity::Error, TEXT("%s"), *( *ErrorIter ).ToString());
#if WITH_EDITOR
AutomationTestingLog.Error(FText::FromString(( *ErrorIter ).ToString()));
#endif
}
for (TArray<FString>::TConstIterator WarningIter(Message.Warnings); WarningIter; ++WarningIter)
{
GLog->Logf(ELogVerbosity::Warning, TEXT("%s"), **WarningIter);
#if WITH_EDITOR
AutomationTestingLog.Warning(FText::FromString(*WarningIter));
#endif
}
for (TArray<FString>::TConstIterator LogItemIter(Message.Logs); LogItemIter; ++LogItemIter)
{
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), **LogItemIter);
#if WITH_EDITOR
AutomationTestingLog.Info(FText::FromString(*LogItemIter));
#endif
}
if (TestResults.State == EAutomationState::Success)
{
FString SuccessString = FString::Printf(TEXT("...Automation Test Succeeded (%s)"), *Report->GetDisplayName());
GLog->Logf(ELogVerbosity::Log, *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, *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 IMessageContextRef& 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);
}
void FAutomationControllerManager::TrackReportHistory(const bool bShouldTrack, const int32 NumReportsToTrack)
{
bTrackHistory = bShouldTrack;
NumberOfHistoryItemsTracked = NumReportsToTrack;
// Update the ini with the settings
GConfig->SetBool(*AutomationControllerConstants::HistoryConfigSectionName, TEXT("bTrackHistory"), bTrackHistory, GEngineIni);
GConfig->SetInt(*AutomationControllerConstants::HistoryConfigSectionName, TEXT("NumberOfHistoryItemsTracked"), NumberOfHistoryItemsTracked, GEngineIni);
ReportManager.TrackHistory(bTrackHistory, NumberOfHistoryItemsTracked);
}
const bool FAutomationControllerManager::IsTrackingHistory() const
{
return bTrackHistory;
}
const int32 FAutomationControllerManager::GetNumberHistoryItemsTracking() const
{
return NumberOfHistoryItemsTracked;
}