Files
UnrealEngineUWP/Engine/Source/Programs/AutomationTool/Gauntlet/Framework/Base/Gauntlet.TargetDevice.cs
Marc Audy 0cbbc781ca Merge UE5/Release-Engine-Staging @ 15740152 to UE5/Main
This represents UE4/Main @ 15709114

[CL 15740605 by Marc Audy in ue5-main branch]
2021-03-18 15:20:03 -04:00

130 lines
3.4 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();
/// <summary>
/// Checks the device's OS/Firmware version and returns whether an update is necessary
/// </summary>
/// <returns></returns>
bool IsOSOutOfDate();
/// <summary>
/// Pushes the latest version of the console's OS/Firmware to the device, returning false if the process fails
/// </summary>
/// <returns></returns>
bool UpdateOS();
IAppInstall InstallApplication(UnrealAppConfig AppConfiguration);
IAppInstance Run(IAppInstall App);
};
/// <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);
}
}