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