Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Framework/Base/Gauntlet.TargetDevice.cs
2024-01-08 13:21:15 -05:00

238 lines
6.5 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
using System;
using System.Collections.Generic;
using System.IO;
using AutomationTool;
using UnrealBuildTool;
using System.Threading;
using System.Text.RegularExpressions;
namespace Gauntlet
{
/// <summary>
/// Base class for a device that is able to run applications
/// </summary>
public interface ITargetDevice : IDisposable
{
/// <summary>
/// Name of this device
/// </summary>
string Name { get; }
/// <summary>
/// Platform of this device
/// </summary>
UnrealTargetPlatform? Platform { get; }
/// <summary>
/// Options used when running processes
/// </summary>
CommandUtils.ERunOptions RunOptions { get; set; }
/// <summary>
/// Is the device available for use?
/// Note: If we are the process holding a connection then this should still return true
/// </summary>
bool IsAvailable { get; }
/// <summary>
/// Are we connected to this device?
/// </summary>
bool IsConnected { get; }
/// <summary>
/// Connect and reserve the device
/// </summary>
/// <returns></returns>
bool Connect();
/// <summary>
/// Disconnect the device.
/// </summary>
/// <param name="Force">If supported force the device into a disconnected state (e.g. kick other users) </param>
/// <returns></returns>
bool Disconnect(bool bForce=false);
/// <summary>
/// Is the device powered on?
/// TODO - Do we need to have a way of expressing whether power changes are supported
/// </summary>
bool IsOn { get; }
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool PowerOn();
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool PowerOff();
/// <summary>
/// Request the device power on. Should block until the change succeeds (or fails)
/// </summary>
/// <returns></returns>
bool Reboot();
/// <summary>
/// Returns a Dictionary of EIntendedBaseCopyDirectory keys and their corresponding file path string values.
/// If a platform has not set up these mappings, returns an empty Dictionary and warns.
/// </summary>
/// <returns></returns>
Dictionary<EIntendedBaseCopyDirectory, string> GetPlatformDirectoryMappings();
IAppInstall InstallApplication(UnrealAppConfig AppConfiguration);
IAppInstance Run(IAppInstall App);
/// Begin new flow ///
/// <summary>
/// Fully cleans the device by deleting
/// - Artifacts and other loose files associated with UE processes
/// - Staged/Packaged builds
/// </summary>
void FullClean();
/// <summary>
/// Deletes artifacts and other loose files associated with UE processes
/// </summary>
void CleanArtifacts();
/// <summary>
/// Installs a build to the device
/// </summary>
/// <param name="AppConfiguration">The configuration containing the build to install</param>
void InstallBuild(UnrealAppConfig AppConfiguration);
/// <summary>
/// Create an IAppInstall that is configured by the provided AppConfiguration
/// </summary>
/// <param name="AppConfiguration">The configuration used to create the IAppInstall</param>
/// <returns>An AppInstall handle which can be used to run the process</returns>
IAppInstall CreateAppInstall(UnrealAppConfig AppConfiguration);
/// <summary>
/// Copies any additional files to the device
/// </summary>
/// <param name="FilesToCopy">The collection of files to copy</param>
void CopyAdditionalFiles(IEnumerable<UnrealFileToCopy> FilesToCopy);
/// End new flow ///
/// <summary>
/// Path to the crash dumps on a device
/// </summary>
string CrashDumpPath
{
get
{
return Path.Combine(Globals.TempDir, "CrashDumps", Platform.ToString() + "_" + Name);
}
}
/// <summary>
/// Ensures the crash dump copy has occurred already - and does the copy if it hasn't happened yet
/// Returns true if there were any crash dumps for the run, and false otherwise
/// </summary>
bool CopyCrashDumps() { return false; }
};
/// <summary>
/// Interface used by TargetDevice* classes to track spawned application running state.
/// </summary>
public interface IRunningStateOptions
{
/// <summary>
/// Whether or not to sleep after launching an app before querying for its running state.
/// </summary>
bool WaitForRunningState { get; set; }
/// <summary>
/// The number of seconds to sleep after launching an app before querying for its running state.
/// </summary>
int SecondsToRunningState { get; set; }
/// <summary>
/// Interval of time between app running state queries, in seconds.
/// </summary>
int CachedStateRefresh { get; set; }
}
/// <summary>
/// Represents a class able to provide devices
/// </summary>
public interface IDeviceSource
{
bool CanSupportPlatform(UnrealTargetPlatform? Platform);
}
/// <summary>
/// Represents a class that provides locally available devices
/// </summary>
public interface IDefaultDeviceSource : IDeviceSource
{
ITargetDevice[] GetDefaultDevices();
}
/// <summary>
/// Represents a class capable of creating devices of a specific type
/// </summary>
public interface IDeviceFactory : IDeviceSource
{
ITargetDevice CreateDevice(string InRef, string InLocalCache, string InParam=null);
}
/// <summary>
/// Represents a class that provides services for available devices
/// </summary>
public interface IDeviceService : IDeviceSource
{
void CleanupDevices();
}
/// <summary>
/// Represents a class that can provides virtual local devices
/// </summary>
public interface IVirtualLocalDevice : IDeviceSource
{
bool CanRunVirtualFromPlatform(UnrealTargetPlatform? Platfrom);
UnrealTargetPlatform? GetPlatform();
}
/// <summary>
/// Represents a class that tell what build the device support
/// </summary>
public interface IDeviceBuildSupport : IDeviceSource
{
bool CanSupportBuildType(BuildFlags Flag);
UnrealTargetPlatform? GetPlatform();
bool NeedBuildDeployed();
}
public abstract class BaseBuildSupport : IDeviceBuildSupport
{
protected virtual BuildFlags SupportedBuildTypes => BuildFlags.None;
protected virtual UnrealTargetPlatform? Platform => null;
public bool CanSupportBuildType(BuildFlags Flag)
{
return (SupportedBuildTypes & Flag) == Flag;
}
public bool CanSupportPlatform(UnrealTargetPlatform? InPlatform)
{
return Platform == InPlatform;
}
public UnrealTargetPlatform? GetPlatform()
{
return Platform;
}
public virtual bool NeedBuildDeployed() => true;
}
}