Beispiel #1
0
        /// <summary>
        /// Returns a priority value for this test
        /// </summary>
        /// <returns></returns>
        protected TestPriority GetPriority()
        {
            IEnumerable <UnrealTargetPlatform> DesktopPlatforms = UnrealBuildTool.Utils.GetPlatformsInClass(UnrealPlatformClass.Desktop);

            UnrealTestRoleContext ClientContext = Context.GetRoleContext(UnrealTargetRole.Client);

            // because these need deployed we want them in flight asap
            if (ClientContext.Platform == UnrealTargetPlatform.PS4 || ClientContext.Platform == UnrealTargetPlatform.XboxOne)
            {
                return(TestPriority.High);
            }

            return(TestPriority.Normal);
        }
Beispiel #2
0
        /// <summary>
        /// Execute all tests according to the provided context
        /// </summary>
        /// <param name="Context"></param>
        /// <returns></returns>
        public ExitCode RunTests(UnrealTestOptions ContextOptions)
        {
            if (ContextOptions.Verbose)
            {
                Gauntlet.Log.Level = Gauntlet.LogLevel.Verbose;
            }

            if (ContextOptions.VeryVerbose)
            {
                Gauntlet.Log.Level = Gauntlet.LogLevel.VeryVerbose;
            }

            if (ParseParam("log"))
            {
                if (!Directory.Exists(ContextOptions.LogDir))
                {
                    Directory.CreateDirectory(ContextOptions.LogDir);
                }

                // include test names and timestamp in log filename as multiple (parallel or sequential) Gauntlet tests may be outputting to same directory
                string LogPath = Path.Combine(ContextOptions.LogDir, string.Format("GauntletLog{0}-{1}.txt", ContextOptions.TestList.Aggregate(new StringBuilder(), (SB, T) => SB.AppendFormat("-{0}", T.ToString())).ToString(), DateTime.Now.ToString(@"yyyy.MM.dd.HH.mm.ss")));
                Gauntlet.Log.Verbose("Writing Gauntlet log to {0}", LogPath);
                Gauntlet.Log.SaveToFile(LogPath);
            }

            // prune our temp folder
            Utils.SystemHelpers.CleanupMarkedDirectories(ContextOptions.TempDir, 7);

            if (string.IsNullOrEmpty(ContextOptions.Build))
            {
                throw new AutomationException("No builds specified. Use -builds=p:\\path\\to\\build");
            }

            if (typeof(UnrealBuildSource).IsAssignableFrom(ContextOptions.BuildSourceType) == false)
            {
                throw new AutomationException("Provided BuildSource type does not inherit from UnrealBuildSource");
            }

            // make -test=none implicit if no test is supplied

            if (ContextOptions.TestList.Count == 0)
            {
                Gauntlet.Log.Info("No test specified, creating default test node");
                ContextOptions.TestList.Add(TestRequest.CreateRequest("DefaultTest"));
            }

            bool EditorForAllRoles = Globals.Params.ParseParam("editor") || string.Equals(Globals.Params.ParseValue("build", ""), "editor", StringComparison.OrdinalIgnoreCase);

            if (EditorForAllRoles)
            {
                Gauntlet.Log.Verbose("Will use Editor for all roles");
            }

            Dictionary <UnrealTargetRole, UnrealTestRoleContext> RoleContexts = new Dictionary <UnrealTargetRole, UnrealTestRoleContext>();

            // Default platform to the current os
            UnrealTargetPlatform      DefaultPlatform      = BuildHostPlatform.Current.Platform;
            UnrealTargetConfiguration DefaultConfiguration = UnrealTargetConfiguration.Development;

            // todo, pass this in as a BuildSource and remove the COntextOption params specific to finding builds
            UnrealBuildSource BuildInfo = (UnrealBuildSource)Activator.CreateInstance(ContextOptions.BuildSourceType, new object[] { ContextOptions.Project, ContextOptions.UsesSharedBuildType, Environment.CurrentDirectory, ContextOptions.Build, ContextOptions.SearchPaths });

            // Setup accounts
            SetupAccounts();

            List <ITestNode> AllTestNodes = new List <ITestNode>();

            bool InitializedDevices = false;

            HashSet <UnrealTargetPlatform> UsedPlatforms = new HashSet <UnrealTargetPlatform>();

            // for all platforms we want to test...
            foreach (ArgumentWithParams PlatformWithParams in ContextOptions.PlatformList)
            {
                string PlatformString = PlatformWithParams.Argument;

                // combine global and platform-specific params
                Params CombinedParams = new Params(ContextOptions.Params.AllArguments.Concat(PlatformWithParams.AllArguments).ToArray());

                UnrealTargetPlatform PlatformType;

                if (!Enum.TryParse <UnrealTargetPlatform>(PlatformString, true, out PlatformType))
                {
                    throw new AutomationException("Unable to convert platform '{0}' into an UnrealTargetPlatform", PlatformString);
                }

                if (!InitializedDevices)
                {
                    // Setup the devices and assign them to the executor
                    SetupDevices(PlatformType, ContextOptions);
                    InitializedDevices = true;
                }

                //  Create a context for each process type to operate as
                foreach (UnrealTargetRole Type in Enum.GetValues(typeof(UnrealTargetRole)))
                {
                    UnrealTestRoleContext Role = new UnrealTestRoleContext();

                    // Default to these
                    Role.Type          = Type;
                    Role.Platform      = DefaultPlatform;
                    Role.Configuration = DefaultConfiguration;

                    // globally, what was requested (e.g -platform=PS4 -configuration=Shipping)
                    UnrealTargetPlatform      RequestedPlatform      = PlatformType;
                    UnrealTargetConfiguration RequestedConfiguration = ContextOptions.Configuration;

                    // look for FooConfiguration, FooPlatform overrides.
                    // e.g. ServerConfiguration, ServerPlatform
                    string PlatformRoleString = Globals.Params.ParseValue(Type.ToString() + "Platform", null);
                    string ConfigString       = Globals.Params.ParseValue(Type.ToString() + "Configuration", null);

                    if (string.IsNullOrEmpty(PlatformRoleString) == false)
                    {
                        RequestedPlatform = (UnrealTargetPlatform)Enum.Parse(typeof(UnrealTargetPlatform), PlatformRoleString, true);
                    }

                    if (string.IsNullOrEmpty(ConfigString) == false)
                    {
                        RequestedConfiguration = (UnrealTargetConfiguration)Enum.Parse(typeof(UnrealTargetConfiguration), ConfigString, true);
                    }

                    // look for -clientargs= and -editorclient etc
                    Role.ExtraArgs = Globals.Params.ParseValue(Type.ToString() + "Args", "");
                    bool UsesEditor = EditorForAllRoles || Globals.Params.ParseParam("Editor" + Type.ToString());

                    if (UsesEditor)
                    {
                        Gauntlet.Log.Verbose("Will use Editor for role {0}", Type);
                    }

                    Role.Skip = Globals.Params.ParseParam("Skip" + Type.ToString());

                    if (Role.Skip)
                    {
                        Gauntlet.Log.Verbose("Will use NullPlatform to skip role {0}", Type);
                    }

                    // TODO - the below is a bit rigid, but maybe that's good enough since the "actually use the editor.." option
                    // is specific to clients and servers

                    // client can override platform and config
                    if (Type.IsClient())
                    {
                        Role.Platform      = RequestedPlatform;
                        Role.Configuration = RequestedConfiguration;

                        if (UsesEditor)
                        {
                            Role.Type          = UnrealTargetRole.EditorGame;
                            Role.Platform      = DefaultPlatform;
                            Role.Configuration = UnrealTargetConfiguration.Development;
                        }
                    }
                    else if (Type.IsServer())
                    {
                        // server can only override config
                        Role.Configuration = RequestedConfiguration;

                        if (UsesEditor)
                        {
                            Role.Type          = UnrealTargetRole.EditorServer;
                            Role.Platform      = DefaultPlatform;
                            Role.Configuration = UnrealTargetConfiguration.Development;
                        }
                    }

                    Gauntlet.Log.Verbose("Mapped Role {0} to RoleContext {1}", Type, Role);

                    RoleContexts[Type] = Role;

                    UsedPlatforms.Add(Role.Platform);
                }

                UnrealTestContext Context = new UnrealTestContext(BuildInfo, RoleContexts, ContextOptions);

                IEnumerable <ITestNode> TestNodes = CreateTestList(Context, CombinedParams, PlatformWithParams);

                AllTestNodes.AddRange(TestNodes);
            }

            bool AllTestsPassed = ExecuteTests(ContextOptions, AllTestNodes);

            // dispose now, not during shutdown gc, because this runs commands...
            DevicePool.Instance.Dispose();

            DoCleanup(UsedPlatforms);

            return(AllTestsPassed ? ExitCode.Success : ExitCode.Error_TestFailure);
        }
Beispiel #3
0
        protected bool PrepareUnrealApp()
        {
            // Get our configuration
            TConfigClass Config = GetConfiguration();

            if (Config == null)
            {
                throw new AutomationException("Test {0} returned null config!", this);
            }

            if (UnrealApp != null)
            {
                throw new AutomationException("Node already has an UnrealApp, was PrepareUnrealSession called twice?");
            }

            // pass through any arguments such as -TestNameArg or -TestNameArg=Value
            var TestName  = this.GetType().Name;
            var ShortName = TestName.Replace("Test", "");

            var PassThroughArgs = Context.TestParams.AllArguments
                                  .Where(A => A.StartsWith(TestName, System.StringComparison.OrdinalIgnoreCase) || A.StartsWith(ShortName, System.StringComparison.OrdinalIgnoreCase))
                                  .Select(A =>
            {
                A = "-" + A;

                var EqIndex = A.IndexOf("=");

                // no =? Just a -switch then
                if (EqIndex == -1)
                {
                    return(A);
                }

                var Cmd  = A.Substring(0, EqIndex + 1);
                var Args = A.Substring(EqIndex + 1);

                // if no space in the args, just leave it
                if (Args.IndexOf(" ") == -1)
                {
                    return(A);
                }

                return(string.Format("{0}\"{1}\"", Cmd, Args));
            });

            List <UnrealSessionRole> SessionRoles = new List <UnrealSessionRole>();

            // Go through each type of role that was required and create a session role
            foreach (var TypesToRoles in Config.RequiredRoles)
            {
                // get the actual context of what this role means.
                UnrealTestRoleContext RoleContext = Context.GetRoleContext(TypesToRoles.Key);

                foreach (UnrealTestRole TestRole in TypesToRoles.Value)
                {
                    // important, use the type from the ContextRolke because Server may have been mapped to EditorServer etc
                    UnrealTargetPlatform SessionPlatform = TestRole.PlatformOverride != UnrealTargetPlatform.Unknown ? TestRole.PlatformOverride : RoleContext.Platform;

                    UnrealSessionRole SessionRole = new UnrealSessionRole(RoleContext.Type, SessionPlatform, RoleContext.Configuration, TestRole.CommandLine);

                    SessionRole.RoleModifier = TestRole.RoleType;
                    SessionRole.Constraint   = TestRole.Type == UnrealTargetRole.Client ? Context.Constraint : new UnrealTargetConstraint(SessionPlatform);

                    Log.Verbose("Created SessionRole {0} from RoleContext {1} (RoleType={2})", SessionRole, RoleContext, TypesToRoles.Key);

                    // TODO - this can all / mostly go into UnrealTestConfiguration.ApplyToConfig

                    // Deal with command lines
                    if (string.IsNullOrEmpty(TestRole.ExplicitClientCommandLine) == false)
                    {
                        SessionRole.CommandLine = TestRole.ExplicitClientCommandLine;
                    }
                    else
                    {
                        // start with anything from our context
                        SessionRole.CommandLine = RoleContext.ExtraArgs;

                        // did the test ask for anything?
                        if (string.IsNullOrEmpty(TestRole.CommandLine) == false)
                        {
                            SessionRole.CommandLine += " " + TestRole.CommandLine;
                        }

                        // add controllers
                        if (TestRole.Controllers.Count > 0)
                        {
                            SessionRole.CommandLine += string.Format(" -gauntlet=\"{0}\"", string.Join(",", TestRole.Controllers));
                        }

                        if (PassThroughArgs.Count() > 0)
                        {
                            SessionRole.CommandLine += " " + string.Join(" ", PassThroughArgs);
                        }

                        // add options
                        SessionRole.Options = Config;
                    }

                    if (RoleContext.Skip)
                    {
                        SessionRole.RoleModifier = ERoleModifier.Null;
                    }

                    SessionRole.FilesToCopy = TestRole.FilesToCopy;

                    SessionRoles.Add(SessionRole);
                }
            }

            UnrealApp = new UnrealSession(Context.BuildInfo, SessionRoles)
            {
                Sandbox = Context.Options.Sandbox
            };

            return(true);
        }