Files
UnrealEngineUWP/Engine/Source/Developer/AutomationController/Private/AutomationControllerManger.cpp
Ben Marsh f461ea68e9 Copying //UE4/Dev-Core to //UE4/Dev-Main (Source: //UE4/Dev-Core @ 3548365)
#lockdown Nick.Penwarden

============================
  MAJOR FEATURES & CHANGES
============================

Change 3494741 by Steve.Robb

	Generated code size savings.

	#jira UE-43048

Change 3495484 by Steve.Robb

	Fix for generated indices of static arrays when saving configs.

Change 3497926 by Robert.Manuszewski

	Removed FPackageFileSummary's CompressedChunks array as it was no longer being used by anything.

Change 3498077 by Robert.Manuszewski

	Only use the recursion guard in async loading code when the event driven loader is enabled.

Change 3498112 by Ben.Marsh

	UBT: Respect the option to not create debug info in the Android toolchain. This option is already being respected by the compiler, but the linker adds debug info of its own.

Change 3500239 by Robert.Manuszewski

	Made sure the Super Class token stream is also locked when assembling Class token stream with async loading thread enabled. This to to prevent race conditions when loading BP classes.

Change 3500395 by Steve.Robb

	Extra codegen savings when not in hot reload.

Change 3501004 by Steve.Robb

	EObjectFlags now have constexpr operators.

Change 3502079 by Ben.Marsh

	UBT: Pad multi-line error messages so that they align under the prefix for the first line, and include the timestamp if necessary.

Change 3502527 by Steve.Robb

	Fix for zero-sized array compile error in generated code when all functions are editor-only.

Change 3502542 by Ben.Marsh

	UAT: Remove the custom source parameter from log functions, and add support for a customizable indent instead.

Change 3502868 by Steve.Robb

	Workaround for inefficient generated code with stateless lambdas on Clang.

Change 3503550 by Steve.Robb

	Another generated code lambda optimization.

Change 3503582 by Ben.Marsh

	BuildGraph: Add support for nullable parameter types.

Change 3504424 by Steve.Robb

	New AllOf, AnyOf and NoneOf algorithms.

Change 3504712 by Ben.Marsh

	UAT: Less spammy log and error output from UAT.

	* Callstacks for AutomationExceptions are suppressed by default but still included in the log (the path to the log is noted in console output with the message from the exception).
	* Add a mechanism for any exceptions to be caught and rethrown with additional lines of context (CommandUtils.AddContext()) that will be appended to the error output by UAT. Avoids decaying the exception type or masking the inner exception message while still adding additional information.
	* AggregateExceptions resulting from exceptions on child threads are automatically unwrapped (full details are still appended to the log)
	* Name of the calling function is not included in console output by default, but still included in the log.

Change 3504808 by Ben.Marsh

	UAT: Suppress P4 output when running a recursive instance of UAT.

Change 3505044 by Steve.Robb

	Code generation improved for TCppClassType code.

Change 3505485 by Ben.Marsh

	Fix deterministic cooking issue; always use a pseudo-random number stream when compiling a module.

Change 3505699 by Ben.Marsh

	Plugins: Store the bEnabledByDefault flag exactly as it was read from disk rather than collapsing it to an absolute value based on the default for the location it was read from. This allows loading/saving plugin descriptors without any knowledge of whether they are game or engine plugins.

Change 3506055 by Ben.Marsh

	UAT: Add a class to apply a log indent for the lifetime of an object (ScopedLogIndent), and use it to apply an indent to MegaXGE/ParallelExecutor output.

Change 3507745 by Robert.Manuszewski

	Moved FSimpleObjectReferenceCollectorArchive and FSimpleObjectReferenceCollectorArchive to be internal archives used only by FReferenceCollector so that they are constructed only once per GC task instead of potentially multiple times per GC (as was the case with UDataTables and BlueprintGeneratedClasses).

Change 3507911 by Ben.Marsh

	Plugins: Minor changes to plugin descriptors.

	* Add a distinct setting for an unspecified EnabledByDefault setting in plugin descriptors.
	* Add a function to IPlugin to determine the effective EnabledByDefault setting, based on where the plugin was loaded from.

Change 3508669 by Ben.Marsh

	EC: Parse multi-line messages from UBT and UAT.

Change 3508691 by Ben.Marsh

	Fix double-spacing of cook stats.

Change 3509245 by Steve.Robb

	UHT makefiles removed.
	Flag audit removed.

Change 3509275 by Steve.Robb

	Fix for mismatched stat categories in AudioMixer.

	#jira UE-46129

Change 3509289 by Robert.Manuszewski

	Custom Version Container will no longer be always constructed in FArchive constructor. This reduces the number of the Custom Version Container allocations considerably.

Change 3509294 by Robert.Manuszewski

	UDataTable::AddReferencedObjects will no longer try to iterate over the RowMap if there's no UObject references in it.

Change 3509312 by Steve.Robb

	GitHub# 3679: Add TArray constructor that takes a raw pointer and a count

	Check improved for Append() to allow nullptr in empty ranges, and added to new constructor too.

	#jira UE-46136

Change 3509396 by Steve.Robb

	GitHub# 3676: Fix TUnion operator<< compile error

	#jira UE-46099

Change 3509633 by Steve.Robb

	Fix for line numbers on multiline macros.

Change 3509938 by Gil.Gribb

	UE4 - Fix rare assert involving cancelled precache requests and non-pak-file loading.

Change 3510593 by Daniel.Lamb

	Fixed up unsoilicited files getting populated with files which aren't finished being created yet.

	#test None

Change 3510594 by Daniel.Lamb

	Fixed up temp files directory for patching.

	Thanks David Yerkess @ Milestone
	#review@Ben.Marsh

Change 3511628 by Ben.Marsh

	PR #3707: Fixed UBT stack size (Contributed by gildor2)


Change 3511808 by Ben.Marsh

	Optimize checks for whether the game project contains source code. Now stops as soon as the first file is found and ignores directories beginning with a '.' character (eg. .git)

	#jira UE-46540

Change 3512017 by Ben.Marsh

	Plugins: Deprecate the QueryStatusForAllPlugins() function; the same functionality is available via the IPlugin interface.

Change 3513935 by Steve.Robb

	Reverted array iteration in FPropertyNode::PropagatePropertyChange as this is now covered in TProperty::InitializeValueInternal() as of CL# 3293477.

Change 3514142 by Steve.Robb

	MemoryProfiler2 added to generated solution.

Change 3516463 by Ben.Marsh

	Plugins: Create a manifest for each PAK file containing all the plugin descriptors in one place. Eliminates need to recurse through directories and read separate multiple files in serial at startup, and allows reading all plugin descriptors with one read. The "Mods" directory is excluded from the manifest, since these are intended to be installed separately by the user.

Change 3517860 by Ben.Marsh

	PR #3727: FString Dereference Fixes (Contributed by jovisgCL)


Change 3517967 by Ben.Marsh

	Suppress additional system error dialogs when loading DLLs if -unnattended is on the command line.

Change 3518070 by Steve.Robb

	Disable Binned2 stats in shipping non-editor builds.

Change 3520079 by Steve.Robb

	Fixed bad codegen TAssetPtrs being passed into BlueprintImplementableEvent functions.

	#jira UE-24034

Change 3520080 by Robert.Manuszewski

	Made max package summary size to be configurable with ini setting

Change 3520083 by Steve.Robb

	Force a GC after hot reload to clean up reinstanced objects which may still tick.

	#jira UE-40421

Change 3520480 by Robert.Manuszewski

	Improved assert message when the initial package read request was too small.

Change 3520590 by Graeme.Thornton

	SignedArchiveReader optimizations
	 - Loads more stats
	 - Stop chunk cache worker from waking up continuously to poll for work. Only wake up when triggered by the archive reader
	 - Signed archive reader just yields when waiting for buffers to finish loading, rather than sleeping for some arbitrary amount of time
	 - Track the number of pending read requests in an atomic counter, to save having to lock the request queue to check for new entries

Change 3521023 by Graeme.Thornton

	Remove spin from signed archive reader. Main thread waits on an event triggered by the chunk worker to indicate that new chunks are ready for processing

Change 3521787 by Ben.Marsh

	PR #3736: Small static code analysis fixes (Contributed by jovisgCL)


Change 3521789 by Ben.Marsh

	PR #3735: Fix case sensitivity issue in FWindowsPlatformProcess::IsApplicationRunning. (Contributed by samhocevar)


Change 3524721 by Ben.Marsh

	Move Linux SDL initialization into FLinuxPlatformApplicationMisc. Attempting to move functionality related to interactive applications (graphics, input, etc...) into a separate place, so it can ultimately be moved out of Core.

Change 3524741 by Ben.Marsh

	Move PumpMessages() into FPlatformApplicationMisc.

Change 3525399 by Ben.Marsh

	UGS: Use the default Perforce server port when opening P4V if there is not one set in the environment.

Change 3525743 by Ben.Marsh

	UAT: Add a parameter to allow updating version files without updating Version.h, to allow faster link times on incremental builds.

Change 3525746 by Ben.Marsh

	EC: Include the clobber option on new workspaces, to allow overriding version files when syncing.

Change 3526453 by Ben.Marsh

	UGS: Do not generate project files when syncing precompiled binaries.

Change 3527045 by Ben.Marsh

	Fix hot reload generating import libraries without DLLs. Now that they are produced by separate actions by default, it was removing DLLs from the action graph due to the bSkipLinkingWhenNothingToCompile setting.

Change 3527420 by Ben.Marsh

	UGS: Add additional search paths for UGS config files, and fix a few cosmetic issues (inability to display ampersands in tools menu, showing changelist -1 when running a tool without syncing).

	Config files are now read from:

	Engine/Programs/UnrealGameSync/UnrealGameSync.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/UnrealGameSync.ini

	If a project is selected:

	<ProjectDir>/Build/UnrealGameSync.ini
	<ProjectDir>/Build/NotForLicensees/UnrealGameSync.ini

	If the .uprojectdirs file is selected:

	Engine/Programs/UnrealGameSync/DefaultProject.ini
	Engine/Programs/UnrealGameSync/NotForLicensees/DefaultProject.ini

Change 3528063 by Ben.Marsh

	Fix non-thread safe construction of FPluginManager singleton. Length of time spent in the constructor resulted in multiple instances being constructed at startup, making the time to enumerate plugins on slow media significantly worse.

Change 3528415 by Ben.Marsh

	UAT: Remove \r characters from the end of multiline log messages.

Change 3528427 by Ben.Marsh

	EC: Fix spaces being converted to tabs at start of line in failure emails (by Gmail), and wrap following lines at the same indent.

Change 3528485 by Ben.Marsh

	EC: Remove zero-width word break characters from slashes in notification emails; can cause really hard to debug problems when copy pasted into other places.

Change 3528505 by Steve.Robb

	PR #3755: MallocProfiler - Remove subfolder from profiling save directory (Contributed by Josef-CL)


	#jira UE-46819

Change 3528772 by Robert.Manuszewski

	Enabling actor and blueprint clustering in ShooterGame

Change 3528786 by Robert.Manuszewski

	PR #3760: Fix typo (Contributed by jesseyeh)


Change 3528792 by Steve.Robb

	PR #3764: MallocProfiler - Refactoring Scopelock (Contributed by Josef-CL)


	#jira UE-46962

Change 3528941 by Robert.Manuszewski

	Fixed lazy object pointers not being updated for streaming sub-levels in PIE. Fixed lazy pointers returning object that is still being loaded which could lead to undefined behavior when client code started modifying the returned object.

	#jira UE-44996

Change 3530241 by Ben.Marsh

	UAT: Only pass -submit or -nosubmit to child instances of UAT if they were specified on the original command line. BuildCookRun uses this flag to determine whether to submit, rather than just whether to allow submitting, so we shouldn't pass an inferred value.

Change 3531377 by Ben.Marsh

	Plugins: Allow plugins to specify a list of supported target platforms, which is propagated to any .uproject file that enables it.

	This has several advantages over the per-module platform whitelist/blacklist:

	* Platform-specific .uplugin files can now be excluded when staging other platforms. Previously, it was only possible to determine which platforms a plugin supports by reading the plugin descriptor itself. Now that information is copied into the .uproject file, so the runtime knows which plugins to ignore.
	* References to dependent plugins from platform-specific plugins can now be eliminated.
	* Plugins containing content can now be unambiguously disabled on a per-platform basis (having no modules for a platform does not confer that a plugin doesn't support that platform; now it is possible to specify supported platforms explicitly).
	* The editor can load any plugins without having to whitelist supported editor host platforms.

	UE4 targets which support loading plugins for target platforms can set TargetRules.bIncludePluginsForTargetPlatforms (true for the editor by default, false for any other target types). This defines the LOAD_PLUGINS_FOR_TARGET_PLATFORMS macro at runtime, which allows the plugin system to filter which plugins to look for at runtime.

	Any .uproject file will be updated at startup to contain the list of supported platforms for each referenced plugin if necessary.

Change 3531502 by Jin.Zhang

	Add support for GPUCrash #rb

Change 3531664 by Ben.Marsh

	UBT: Change output format from C# JSON writer to match output by the engine.

Change 3531848 by Ben.Marsh

	UAT: Add script to resaving all project descriptors under a folder, embedding information for any supported platforms for the plugins they enable.

Change 3531869 by Ben.Marsh

	UAT: Add parameter to the ResaveProjectDescriptors command to update the engine association field.

Change 3532474 by Ben.Marsh

	UBT: Use the same mechanism as UAT for logging exceptions.

Change 3532734 by Graeme.Thornton

	Initial VSCode Support
	 - Tasks generated for building all game/engine/program targets
	 - Debugging support for targets on Win64

Change 3532789 by Steve.Robb

	FScriptSet::Add and TScriptMap::Add now replace the element, matching the behavior of TSet and TMap.
	Set_Add and Map_Add no longer have a return value.
	FScriptSet::Find and FScriptMap::Find functions are now FindIndex.
	FScriptSetHelper::FindElementFromHash is now FindElementIndexFromHash.

Change 3532845 by Steve.Robb

	Obsolete UHT settings deleted.

Change 3532875 by Graeme.Thornton

	VSCode
	 - Add debug targets for different target configurations
	 - Choose between VS debugger (windows) and GDB (mac/linux)

Change 3532906 by Graeme.Thornton

	VSCode
	 - Point all builds directly at UBT rather than the batch files
	 - Adjust mac build tasks to run through mono

Change 3532924 by Ben.Marsh

	UAT: Set the UAT working directory immediately on startup. This ensures that any command line arguments containing paths are resolved consistently to the branch root.

Change 3535234 by Graeme.Thornton

	VSCode - Pass intellisense system a list of paths to use for header resolution

Change 3535247 by Graeme.Thornton

	UBT - Add a ToString to ProjectFile.Source file to help with debugger watch presentation

Change 3535376 by Graeme.Thornton

	VSCode
	 - Added build jobs for C# projects
	 - Linked launch tasks to relevant build task

Change 3537083 by Ben.Marsh

	EC: Change P4 swarm links to start at the changelist for a build.

Change 3537368 by Graeme.Thornton

	Fix for crash in FSignedArchiveReader when multithreading is disabled

Change 3537550 by Graeme.Thornton

	Fixed a crash in the taskgraph when running single threaded

Change 3537922 by Steve.Robb

	Missing PF_ATC_RGBA_I added to FOREACH_ENUM_EPIXELFORMAT.

Change 3539691 by Graeme.Thornton

	VSCode - Various updates to get PC and Mac C++ projects building and debugging.
	 - Some other changes to C# setup to allow compilation. Debugging doesn't work.

Change 3539775 by Ben.Marsh

	Plugins: Various fixes to settings for enabling plugins.

	* Fix crash on startup when trying to disable a missing plugin (was keeping pointers to elements in the project's plugin reference array, which may be modified if a plugin is disabled).
	* Revert fix to set PluginDescriptor.bRequiresBuildPlatform = true by default. This was the originally intended behavior, but it was accidentally defaulted to false during serialization unless specified in the .uplugin file. Many plugins may rely on this behavior (they may not declare asset classes otherwise, for example, which could result in loss of data), so change the default value to false instead. Also fixes popups to disable platform-specific plugins if platform SDKs are not installed.
	* Fix plugins which are referenced but do not exist not showing the appropriate prompt to disable them.

Change 3540788 by Ben.Marsh

	UBT: Add support for declaring custom pre-build steps and post-build steps from .target.cs files. Similarly to the custom build steps configurable from .uproject and .uplugin files, these specify commands which will be executed by the host platform's shell before or after a build. The following variables are expanded within the list of commands before execution: $(EngineDir), $(ProjectDir), $(TargetName), $(TargetPlatform), $(TargetConfiguration), $(TargetType), $(ProjectFile).

	Example usage:

	public class UnrealPakTarget : TargetRules
	{
		public UnrealPakTarget(TargetInfo Target) : base(Target)
		{
			Type = TargetType.Program;
			LinkType = TargetLinkType.Monolithic;
			LaunchModuleName = "UnrealPak";

			if(HostPlatform == UnrealTargetPlatform.Win64)
			{
				PreBuildSteps.Add("echo Before building:");
				PreBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");

				PostBuildSteps.Add("echo After building!");
				PostBuildSteps.Add("echo This is $(TargetName) $(TargetConfiguration) $(TargetPlatform)");
			}
		}
	}

Change 3541664 by Graeme.Thornton

	VSCode - Add problemMatcher tag to cpp build targets

Change 3541732 by Graeme.Thornton

	VSCode - Change UBT command line switch to "-vscode" for simplicity

Change 3541967 by Graeme.Thornton

	VSCode - Fixes for Mac/Linux build steps

Change 3541968 by Ben.Marsh

	CRP: Pass through the EnabledPlugins element in crash context XML files.

	#jira UE-46912

Change 3542519 by Ben.Marsh

	UBT: Add chain of references to error messages when configuring plugins.

Change 3542523 by Ben.Marsh

	UBT: Add more useful error message when attempt to parse a JSON object fails.

Change 3542658 by Ben.Marsh

	UBT: Include a chain of references when reporting errors instantiating modules.

Change 3543432 by Ben.Marsh

	Plugins: Fix plugins which are enabled by default not being enabled unless a project file is set.

Change 3543436 by Ben.Marsh

	UBT: Prevent recursing through the same module more than once when building out the referenced modules. Produces much shorter reference chains when something fails.

Change 3543536 by Ben.Marsh

	UBT: Downgrade message about redundant plugin references to a warning.

Change 3543871 by Gil.Gribb

	UE4 - Fixed a critical crash bug with non-EDL loading from pak files.

Change 3543924 by Robert.Manuszewski

	Fixed a crash on UnrealFrontend startup caused by re-assembling GC token stream for one of the classes.
	+Small optimization to token stream generation code.

Change 3544469 by Jin.Zhang

	Crashes page displays the list of plugins from the crash context #rb

Change 3544608 by Steve.Robb

	Fix for nativized generated code.

	#jira UE-47452

Change 3544612 by Ben.Marsh

	Add callback into FMacPlatformMisc::PumpMessages() from FMacPlatformApplicationMisc::PumpMessages().

	#jira UE-47449

Change 3545954 by Gil.Gribb

	Fixed a critical crash bug relating to a race condition in async package summary reading.

Change 3545968 by Ben.Marsh

	UAT: Fix incorrect username in BuildGraph <Submit> task. Should use the username from the Perforce environment, not assume the logged in user name is the same.

	#jira UE-47419

Change 3545976 by Ben.Marsh

	EC: Delete the AutoSDK client if the directory doesn't exist. When we format build machines, we need to force everything to be resynced from scratch.

Change 3546185 by Ben.Marsh

	Hacky fix for deployment on IOS/TVOS. Since deployment directly references the NonUFS manifest files that are written out, merge all the SystemNonUFS files back into the NonUFS list after the regular NonUFS files have been remapped.

Change 3547084 by Gil.Gribb

	Fixed a critical race condition in the new async loader. This was only reproducible on IOS, but may affect other platforms.

Change 3547968 by Gil.Gribb

	Fixed critical race which potentially could cause a crash in the pak precacher.

Change 3504722 by Ben.Marsh

	BuildGraph: Improved tracing for error messages. All errors are now propagated as exceptions, and are tagged with additional context information about the task currently being run.

	For example, throwing new AutomationException("Unable to write foo.txt") from SetVersionTask.Execute is now displayed in the log as:

	ERROR: Unable to write to foo.txt
	         while executing <SetVersion Change="0" CompatibleChange="0" Branch="Unknown" Promoted="True" />
	         at Engine\Build\InstalledEngineBuild.xml(91)
	       (see D:\P4 UE4\Engine\Programs\AutomationTool\Saved\Logs\UAT_Log.txt for full exception trace)

Change 3512255 by Ben.Marsh

	Rename FPaths functions with a "Game" prefix (GameDir(), GameContentDir(), etc...) to have a "Project" prefix (ProjectDir(), ProjectContentDir(), etc...) for clarity with non-game uses of UE4. Old functions still exist but are deprecated.

Change 3512332 by Ben.Marsh

	Rename "Game" functions in FApp to be "Project" functions (FApp::GetGameName() -> FApp::GetProjectName(), etc...) for clarity with non-game uses of UE4.

Change 3512393 by Ben.Marsh

	Rename FPaths::GameLogDir() to FPaths::ProjectLogDir().

Change 3513452 by Ben.Marsh

	Plugins: Rename EPluginLoadedFrom::GameProject to EPluginLoadedFrom::Project.

Change 3516262 by Ben.Marsh

	Add support for a "Mods" folder distinct from the project's "Plugins" folder, instead of using the bIsMod flag on the plugin descriptor.

	* Mods are enumerated similarly to regular plugins, but IPlugin::GetType() will return EPluginType::Mod.
	* The DLCName parameter to BuildCookRun and the cooker now correctly finds any plugin in the Plugins or Mods directory (or any subfolders).

Change 3517565 by Ben.Marsh

	Remove fixed engine version numbers from OSS plugins.

Change 3518005 by Ben.Marsh

	UAT: Remove the bUFSFile parameter from DeployLowerCaseFilenames(). Every platform returns false if the argument is false.

Change 3518054 by Ben.Marsh

	UAT: Use an enum to direct whether all directories should be searched when finding files to stage, rather than a bool. Having so many optional boolean arguments makes code unreadable and refactoring hard.

Change 3524496 by Ben.Marsh

	Start moving GUI application code into a separate static platform class, hopefully ultimately removing it from Core.

Change 3524641 by Ben.Marsh

	Move more functionality related to windowed/graphical applications into FPlatformApplicationMisc.

Change 3528723 by Steve.Robb

	MoveTemp now static asserts if passed a const reference or rvalue.
	MoveTempIfPossible still follows the old (std::move) rule, which is useful for templates where the nature of the argument is not obvious.
	Fixes to violations of these new rules.

Change 3528876 by Ben.Marsh

	Move FPlatformMisc::ClipboardCopy and FPlatformMisc::ClipboardPaste to FPlatformApplicationMisc::ClipboardCopy and FPlatformApplicationMisc::ClipboardPaste.

Change 3529073 by Ben.Marsh

	Add script to package ShooterGame for any platforms.

Change 3531493 by Ben.Marsh

	Update platform-specific plugins to declare the target platforms they support.

Change 3531611 by Ben.Marsh

	UAT: Add a ResavePluginDescriptors command, which resaves all plugin descriptors under a given folder, removing any outdated fields and rewrites them in a consistent style. Many plugins in the wild contain redundant or no-longer used fields due to using our plugins as templates.

Change 3531868 by Ben.Marsh

	Resaving project descriptors to remove invalid fields.

Change 3531983 by Ben.Marsh

	UAT: Simplify logic for staging code, and add validation against shipping files in restricted folders.

	* Added a new SystemNonUFS type for staged files, which excludes files from being remapped or renamed by the platform layer.
	* Replaced the DeplyomentContext.StageFiles() function with simpler overloads for particular use cases (options for remapping are replaced with the SystemNonUFS file type)
	* Config entries in the [Staging] category in DefaultGame.ini file allow remapping one directory to another, so restricted content can be made public in packaged builds (Example syntax: +RemapDirectory=(From="Foo/NoRedist", To="Foo"))
	* An error is output if any restricted folder names other than the output platform are in the staged output.

Change 3540315 by Ben.Marsh

	UAT: Moving StreamCopyDescription command into a NotForLicensees folder, since it's only meant to be used by engine developers.

Change 3542410 by Ben.Marsh

	UBT: Deprecate accessing properties through BuildConfiguration.* or UEBuildConfiguration.* from .target.cs files. These have been aliases to the current TargetRules instance for several releases already.

Change 3543018 by Ben.Marsh

	UBT: Deprecate the BuildConfiguration and UEBuildConfiguration aliases from the ModuleRules class. These have been implemented as an alias ot the ReadOnlyTargetRules instance passed to the constructor for several engine versions.

Change 3544371 by Steve.Robb

	Fixes to TSet_Add and TMap_Add BPs.

	#jira UE-47441

[CL 3548391 by Ben Marsh in Main branch]
2017-07-21 12:42:36 -04:00

1189 lines
39 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "CoreMinimal.h"
#include "HAL/FileManager.h"
#include "Misc/CommandLine.h"
#include "Misc/Paths.h"
#include "Misc/ConfigCacheIni.h"
#include "Misc/AutomationTest.h"
#include "Misc/App.h"
#include "Interfaces/IAutomationReport.h"
#include "AutomationWorkerMessages.h"
#include "IMessageContext.h"
#include "Helpers/MessageEndpoint.h"
#include "Modules/ModuleManager.h"
#include "Helpers/MessageEndpointBuilder.h"
#include "AssetEditorMessages.h"
#include "ImageComparer.h"
#include "AutomationControllerManager.h"
#include "Interfaces/IScreenShotToolsModule.h"
#include "Serialization/JsonSerializer.h"
#include "JsonObjectConverter.h"
#include "Misc/EngineVersion.h"
#include "Misc/FileHelper.h"
#include "PlatformHttp.h"
#if WITH_EDITOR
#include "Logging/MessageLog.h"
#endif
DEFINE_LOG_CATEGORY_STATIC(AutomationControllerLog, Log, All)
FAutomationControllerManager::FAutomationControllerManager()
{
CheckpointFile = nullptr;
if ( !FParse::Value(FCommandLine::Get(), TEXT("ReportOutputPath="), ReportOutputPath, false) )
{
if ( FParse::Value(FCommandLine::Get(), TEXT("DeveloperReportOutputPath="), ReportOutputPath, false) )
{
ReportOutputPath = ReportOutputPath / TEXT("dev") / FString(FPlatformProcess::UserName()).ToLower();
}
}
if ( FParse::Value(FCommandLine::Get(), TEXT("DeveloperReportUrl="), DeveloperReportUrl, false) )
{
DeveloperReportUrl = DeveloperReportUrl / TEXT("dev") / FString(FPlatformProcess::UserName()).ToLower() / TEXT("index.html");
}
}
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;
//EAutomationTestFlags::FilterMask
//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::GetProjectName(), ProcessName, SessionId), EMessageScope::Network);
// Reset the check test timers
LastTimeUpdateTicked = FPlatformTime::Seconds();
CheckTestTimer = 0.f;
IScreenShotToolsModule& ScreenShotModule = FModuleManager::LoadModuleChecked<IScreenShotToolsModule>("ScreenShotComparisonTools");
ScreenshotManager = ScreenShotModule.GetScreenShotManager();
}
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()
{
extern void EmptyLinkFunctionForStaticInitializationAutomationExecCmd();
EmptyLinkFunctionForStaticInitializationAutomationExecCmd();
AutomationTestState = EAutomationControllerModuleState::Disabled;
bTestResultsAvailable = false;
bSendAnalytics = FParse::Param(FCommandLine::Get(), TEXT("SendAutomationAnalytics"));
}
void FAutomationControllerManager::RequestLoadAsset(const FString& InAssetName)
{
MessageEndpoint->Publish(new FAssetEditorRequestOpenAsset(InAssetName), EMessageScope::Process);
}
void FAutomationControllerManager::Tick()
{
ProcessAvailableTasks();
ProcessComparisonQueue();
}
void FAutomationControllerManager::ProcessComparisonQueue()
{
TSharedPtr<FComparisonEntry> Entry;
if ( ComparisonQueue.Peek(Entry) )
{
if ( Entry->PendingComparison.IsReady() )
{
const bool Dequeued = ComparisonQueue.Dequeue(Entry);
check(Dequeued);
FImageComparisonResult Result = Entry->PendingComparison.Get();
// Send the message back to the automation worker letting it know the results of the comparison test.
{
FAutomationWorkerImageComparisonResults* Message = new FAutomationWorkerImageComparisonResults(
Result.IsNew(), Result.AreSimilar(), Result.MaxLocalDifference, Result.GlobalDifference, Result.ErrorMessage.ToString());
MessageEndpoint->Send(Message, Entry->Sender);
}
// Find the game session instance info
int32 ClusterIndex;
int32 DeviceIndex;
verify(DeviceClusterManager.FindDevice(Entry->Sender, ClusterIndex, DeviceIndex));
// Get the current test.
TSharedPtr<IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
check(Report.IsValid());
// Record the artifacts for the test.
FString ApprovedFolder = ScreenshotManager->GetLocalApprovedFolder();
FString UnapprovedFolder = ScreenshotManager->GetLocalUnapprovedFolder();
FString ComparisonFolder = ScreenshotManager->GetLocalComparisonFolder();
TMap<FString, FString> LocalFiles;
LocalFiles.Add(TEXT("approved"), ApprovedFolder / Result.ApprovedFile);
LocalFiles.Add(TEXT("unapproved"), UnapprovedFolder / Result.IncomingFile);
LocalFiles.Add(TEXT("difference"), ComparisonFolder / Result.ComparisonFile);
Report->AddArtifact(ClusterIndex, CurrentTestPass, FAutomationArtifact(Entry->Name, EAutomationArtifactType::Comparison, LocalFiles));
}
}
}
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 ( int32 i = 0; i < OurPassResults.Tests.Num(); i++ )
{
GLog->Logf(TEXT("%s: %s"), *OurPassResults.Tests[i].TestDisplayName, ToString(OurPassResults.Tests[i].State));
}
}
void FAutomationControllerManager::CollectTestResults(TSharedPtr<IAutomationReport> Report, const FAutomationTestResults& Results)
{
// TODO This is slow, change to a map.
for ( int32 i = 0; i < OurPassResults.Tests.Num(); i++ )
{
FAutomatedTestResult& ReportResult = OurPassResults.Tests[i];
if ( ReportResult.FullTestPath == Report->GetFullTestPath() )
{
ReportResult.SetEvents(Results.GetEvents(), Results.GetWarningTotal(), Results.GetErrorTotal());
ReportResult.State = Results.State;
ReportResult.Artifacts = Results.Artifacts;
switch ( Results.State )
{
case EAutomationState::Success:
if ( Results.GetWarningTotal() > 0 )
{
OurPassResults.SucceededWithWarnings++;
}
else
{
OurPassResults.Succeeded++;
}
break;
case EAutomationState::Fail:
OurPassResults.Failed++;
break;
default:
OurPassResults.NotRun++;
break;
}
OurPassResults.TotalDuration += Results.Duration;
return;
}
}
}
bool FAutomationControllerManager::GenerateJsonTestPassSummary(const FAutomatedTestPassResults& SerializedPassResults, FDateTime Timestamp)
{
FString Json;
if ( FJsonObjectConverter::UStructToJsonObjectString(SerializedPassResults, Json) )
{
FString ReportFileName = FString::Printf(TEXT("%s/index.json"), *ReportOutputPath);
if ( FFileHelper::SaveStringToFile(Json, *ReportFileName, FFileHelper::EEncodingOptions::ForceUTF8) )
{
return true;
}
}
UE_LOG(AutomationControllerLog, Error, TEXT("Test Report Json is invalid - report not generated."));
return false;
}
bool FAutomationControllerManager::GenerateHtmlTestPassSummary(const FAutomatedTestPassResults& SerializedPassResults, FDateTime Timestamp)
{
FString ReportTemplate;
const bool bLoadedResult = FFileHelper::LoadFileToString(ReportTemplate, *( FPaths::EngineContentDir() / TEXT("Automation/Report-Template.html") ));
if ( bLoadedResult )
{
FString ReportFileName = FString::Printf(TEXT("%s/index.html"), *ReportOutputPath);
if ( FFileHelper::SaveStringToFile(ReportTemplate, *ReportFileName, FFileHelper::EEncodingOptions::ForceUTF8) )
{
return true;
}
}
UE_LOG(AutomationControllerLog, Error, TEXT("Test Report Html is invalid - report not generated."));
return false;
}
FString FAutomationControllerManager::SlugString(const FString& DisplayString) const
{
FString GeneratedName = DisplayString;
// Convert the display label, which may consist of just about any possible character, into a
// suitable name for a UObject (remove whitespace, certain symbols, etc.)
{
for ( int32 BadCharacterIndex = 0; BadCharacterIndex < ARRAY_COUNT(INVALID_OBJECTNAME_CHARACTERS) - 1; ++BadCharacterIndex )
{
const TCHAR TestChar[2] = { INVALID_OBJECTNAME_CHARACTERS[BadCharacterIndex], 0 };
const int32 NumReplacedChars = GeneratedName.ReplaceInline(TestChar, TEXT(""));
}
}
return GeneratedName;
}
FString FAutomationControllerManager::CopyArtifact(const FString& DestFolder, const FString& SourceFile) const
{
FString ArtifactFile = FString(TEXT("artifacts")) / FGuid::NewGuid().ToString(EGuidFormats::Digits) + FPaths::GetExtension(SourceFile, true);
FString ArtifactDestination = DestFolder / ArtifactFile;
IFileManager::Get().Copy(*ArtifactDestination, *SourceFile, true, true);
return ArtifactFile;
}
FString FAutomationControllerManager::GetReportOutputPath() const
{
return ReportOutputPath;
}
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 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.Test = NextTest;
tempresult.TestDisplayName = NextTest->GetDisplayName();
tempresult.FullTestPath = NextTest->GetFullTestPath();
OurPassResults.Tests.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]->GetFullTestPath(), *TestsRunThisPass[AddressIndex]->GetCommand());
TestResults.State = EAutomationState::InProcess;
if (CheckpointFile)
{
WriteLineToCheckpointFile(NextTest->GetFullTestPath());
}
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(), 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() )
{
FAutomationTestResults TestResults;
TestResults.State = EAutomationState::NotEnoughParticipants;
TestResults.GameInstance = DeviceClusterManager.GetClusterDeviceName(ClusterIndex, 0);
TestResults.AddEvent(FAutomationEvent(EAutomationEventType::Warning, FString::Printf(TEXT("Needed %d devices to participate, Only had %d available."), CurrentTest->GetNumParticipantsRequired(), DeviceClusterManager.GetNumDevicesInCluster(ClusterIndex))));
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<FAutomationWorkerTestDataRequest>(this, &FAutomationControllerManager::HandleTestDataRequest)
.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();
}
}
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]);
}
}
if ( !ReportOutputPath.IsEmpty() )
{
FDateTime Timestamp = FDateTime::Now();
UE_LOG(AutomationControllerLog, Display, TEXT("Generating Automation Report @ %s."), *ReportOutputPath);
if ( IFileManager::Get().DirectoryExists(*ReportOutputPath) )
{
UE_LOG(AutomationControllerLog, Display, TEXT("Existing report directory found, deleting %s."), *ReportOutputPath);
// Clear the old report folder. Why move it first? Because RemoveDirectory
// is actually an async call that is not immediately carried out by the Windows OS; Moving a directory on the other hand, is sync.
// So we move, to a temporary location, then delete it.
FString TempDirectory = FPaths::GetPath(ReportOutputPath) + TEXT("\\") + FGuid::NewGuid().ToString(EGuidFormats::DigitsWithHyphens);
IFileManager::Get().Move(*TempDirectory, *ReportOutputPath);
IFileManager::Get().DeleteDirectory(*TempDirectory, false, true);
}
FScreenshotExportResults ExportResults = ScreenshotManager->ExportComparisonResultsAsync(ReportOutputPath).Get();
FAutomatedTestPassResults SerializedPassResults = OurPassResults;
SerializedPassResults.ComparisonExported = ExportResults.Success;
SerializedPassResults.ComparisonExportDirectory = ExportResults.ExportPath;
{
SerializedPassResults.Tests.StableSort([] (const FAutomatedTestResult& A, const FAutomatedTestResult& B) {
if ( A.GetErrorTotal() > 0 )
{
if ( B.GetErrorTotal() > 0 )
return ( A.FullTestPath < B.FullTestPath );
else
return true;
}
else if ( B.GetErrorTotal() > 0 )
{
return false;
}
if ( A.GetWarningTotal() > 0 )
{
if ( B.GetWarningTotal() > 0 )
return ( A.FullTestPath < B.FullTestPath );
else
return true;
}
else if ( B.GetWarningTotal() > 0 )
{
return false;
}
return A.FullTestPath < B.FullTestPath;
});
for ( FAutomatedTestResult& Test : SerializedPassResults.Tests )
{
for ( FAutomationArtifact& Artifact : Test.Artifacts )
{
for ( const auto& Entry : Artifact.LocalFiles )
{
Artifact.Files.Add(Entry.Key, CopyArtifact(ReportOutputPath, Entry.Value));
}
}
}
}
UE_LOG(AutomationControllerLog, Display, TEXT("Writing reports... %s."), *ReportOutputPath);
// Generate Json
GenerateJsonTestPassSummary(SerializedPassResults, Timestamp);
// Generate Html
GenerateHtmlTestPassSummary(SerializedPassResults, Timestamp);
if ( !DeveloperReportUrl.IsEmpty() )
{
UE_LOG(AutomationControllerLog, Display, TEXT("Launching Report URL %s."), *DeveloperReportUrl);
FPlatformProcess::LaunchURL(*DeveloperReportUrl, nullptr, nullptr);
}
UE_LOG(AutomationControllerLog, Display, TEXT("Done writing reports... %s."), *ReportOutputPath);
}
// Then clean our array for the next pass.
OurPassResults.ClearAllEntries();
CleanUpCheckpointFile();
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.GetErrorTotal() > 0 )
{
bHasErrors = true;
}
if ( TestResults.GetWarningTotal() )
{
bHasWarning = true;
}
if ( TestResults.GetLogTotal() )
{
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)
{
FString ScreenshotIncomingFolder = FPaths::ProjectSavedDir() / TEXT("Automation/Incoming/");
bool bTree = true;
FString FileName = ScreenshotIncomingFolder / Message.ScreenShotName;
IFileManager::Get().MakeDirectory(*FPaths::GetPath(FileName), bTree);
FFileHelper::SaveArrayToFile(Message.ScreenImage, *FileName);
// TODO Automation There is identical code in, Engine\Source\Runtime\AutomationWorker\Private\AutomationWorkerModule.cpp,
// need to move this code into common area.
FString Json;
if ( FJsonObjectConverter::UStructToJsonObjectString(Message.Metadata, Json) )
{
FString MetadataPath = FPaths::ChangeExtension(FileName, TEXT("json"));
FFileHelper::SaveStringToFile(Json, *MetadataPath, FFileHelper::EEncodingOptions::ForceUTF8WithoutBOM);
}
TSharedRef<FComparisonEntry> Comparison = MakeShareable(new FComparisonEntry());
Comparison->Sender = Context->GetSender();
Comparison->Name = Message.Metadata.Name;
Comparison->PendingComparison = ScreenshotManager->CompareScreensotAsync(Message.ScreenShotName);
ComparisonQueue.Enqueue(Comparison);
}
void FAutomationControllerManager::HandleTestDataRequest(const FAutomationWorkerTestDataRequest& Message, const IMessageContextRef& Context)
{
const FString TestDataRoot = FPaths::ConvertRelativePathToFull(FPaths::ProjectDir() / TEXT("Test"));
const FString DataFile = Message.DataType / Message.DataPlatform / Message.DataTestName / Message.DataName + TEXT(".json");
const FString DataFullPath = TestDataRoot / DataFile;
// Generate the folder for the data if it doesn't exist.
const bool bTree = true;
IFileManager::Get().MakeDirectory(*FPaths::GetPath(DataFile), bTree);
bool bIsNew = true;
FString ResponseJsonData = Message.JsonData;
if ( FPaths::FileExists(DataFullPath) )
{
if ( FFileHelper::LoadFileToString(ResponseJsonData, *DataFullPath) )
{
bIsNew = false;
}
else
{
// TODO Error
}
}
if ( bIsNew )
{
FString IncomingTestData = FPaths::ProjectSavedDir() / TEXT("Automation/IncomingData/") / DataFile;
if ( FFileHelper::SaveStringToFile(Message.JsonData, *IncomingTestData) )
{
//TODO Anything extra to do here?
}
else
{
//TODO What do we do if this fails?
}
}
FAutomationWorkerTestDataResponse* ResponseMessage = new FAutomationWorkerTestDataResponse();
ResponseMessage->bIsNew = bIsNew;
ResponseMessage->JsonData = ResponseJsonData;
MessageEndpoint->Send(ResponseMessage, Context->GetSender());
}
void FAutomationControllerManager::HandlePerformanceDataRequest(const FAutomationWorkerPerformanceDataRequest& Message, const IMessageContextRef& Context)
{
//TODO Read/Performance data.
FAutomationWorkerPerformanceDataResponse* ResponseMessage = new FAutomationWorkerPerformanceDataResponse();
ResponseMessage->bSuccess = true;
ResponseMessage->ErrorMessage = TEXT("");
MessageEndpoint->Send(ResponseMessage, Context->GetSender());
}
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);
TestResults.SetEvents(Message.Events, Message.WarningTotal, Message.ErrorTotal);
// Verify this device thought it was busy
TSharedPtr<IAutomationReport> Report = DeviceClusterManager.GetTest(ClusterIndex, DeviceIndex);
check(Report.IsValid());
Report->SetResults(ClusterIndex, CurrentTestPass, TestResults);
const FAutomationTestResults& FinalResults = Report->GetResults(ClusterIndex, CurrentTestPass);
// Gather all of the data relevant to this test for our json reporting.
CollectTestResults(Report, FinalResults);
#if WITH_EDITOR
FMessageLog AutomationTestingLog("AutomationTestingLog");
AutomationTestingLog.Open();
#endif
for ( const FAutomationEvent& Event : TestResults.GetEvents() )
{
switch ( Event.Type )
{
case EAutomationEventType::Info:
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *Event.ToString());
#if WITH_EDITOR
AutomationTestingLog.Info(FText::FromString(Event.ToString()));
#endif
break;
case EAutomationEventType::Warning:
GLog->Logf(ELogVerbosity::Warning, TEXT("%s"), *Event.ToString());
#if WITH_EDITOR
AutomationTestingLog.Warning(FText::FromString(Event.ToString()));
#endif
break;
case EAutomationEventType::Error:
GLog->Logf(ELogVerbosity::Error, TEXT("%s"), *Event.ToString());
#if WITH_EDITOR
AutomationTestingLog.Error(FText::FromString(Event.ToString()));
#endif
break;
}
}
if ( TestResults.State == EAutomationState::Success )
{
FString SuccessString = FString::Printf(TEXT("...Automation Test Succeeded (%s)"), *Report->GetDisplayName());
GLog->Logf(ELogVerbosity::Log, TEXT("%s"), *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, TEXT("%s"), *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);
}
TArray<FString> FAutomationControllerManager::GetCheckpointFileContents()
{
TestsRun.Empty();
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
if (IFileManager::Get().FileExists(*CheckpointFileName))
{
FString FileData;
FFileHelper::LoadFileToString(FileData, *CheckpointFileName);
FileData.ParseIntoArrayLines(TestsRun);
for (int i = 0; i < TestsRun.Num(); i++)
{
GLog->Log(TEXT("AutomationCheckpoint"), ELogVerbosity::Log, *TestsRun[i]);
}
}
return TestsRun;
}
FArchive* FAutomationControllerManager::GetCheckpointFileForWrite()
{
if (!CheckpointFile)
{
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
CheckpointFile = IFileManager::Get().CreateFileWriter(*CheckpointFileName, 8);
}
return CheckpointFile;
}
void FAutomationControllerManager::CleanUpCheckpointFile()
{
if (CheckpointFile)
{
CheckpointFile->Close();
CheckpointFile = nullptr;
}
FString CheckpointFileName = FString::Printf(TEXT("%sautomationcheckpoint.log"), *FPaths::AutomationDir());
if (IFileManager::Get().FileExists(*CheckpointFileName))
{
IFileManager::Get().Delete(*CheckpointFileName);
}
}
void FAutomationControllerManager::WriteLoadedCheckpointDataToFile()
{
GetCheckpointFileForWrite();
if (CheckpointFile)
{
for (int i = 0; i < TestsRun.Num(); i++)
{
FString LineToWrite = FString::Printf(TEXT("%s\r\n"), *TestsRun[i]);
CheckpointFile->Serialize(TCHAR_TO_ANSI(*LineToWrite), LineToWrite.Len());
CheckpointFile->Flush();
}
}
}
void FAutomationControllerManager::WriteLineToCheckpointFile(FString StringToWrite)
{
GetCheckpointFileForWrite();
if (CheckpointFile)
{
FString LineToWrite = FString::Printf(TEXT("%s\r\n"), *StringToWrite);
CheckpointFile->Serialize(TCHAR_TO_ANSI(*LineToWrite), LineToWrite.Len());
CheckpointFile->Flush();
}
}