Ejemplo n.º 1
0
 /// <summary>
 /// Returns the number of available devices of the provided type. This includes unprovisioned devices but not reserved ones
 /// Note: unprovisioned devices are currently only returned when device is not constrained
 /// </summary>
 public int GetTotalDeviceCount(UnrealTargetConstraint Constraint, Func <ITargetDevice, bool> Validate = null)
 {
     lock (LockObject)
     {
         return(AvailableDevices.Union(ReservedDevices).Where(D => Validate == null ? Constraint.Check(D) : Validate(D)).Count() +
                UnprovisionedDevices.Where(D => Constraint.Check(D)).Count());
     }
 }
Ejemplo n.º 2
0
 /// <summary>
 /// Returns the number of available devices of the provided type. This includes unprovisioned devices but not reserved ones.
 /// Note: unprovisioned devices are currently only returned when device is not constrained
 /// </summary>
 public int GetAvailableDeviceCount(UnrealTargetConstraint Constraint, Func <ITargetDevice, bool> Validate = null)
 {
     lock (LockObject)
     {
         return(AvailableDevices.Where(D => Validate == null ? Constraint.Check(D) : Validate(D)).Count() +
                UnprovisionedDevices.Where(D => D.Platform == Constraint.Platform && Constraint.IsIdentity()).Count());
     }
 }
Ejemplo n.º 3
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        /// <summary>
        /// Registers the provided device for availability
        /// </summary>
        /// <param name="Device"></param>
        public void RegisterDevice(ITargetDevice Device, UnrealTargetConstraint Constraint = null)
        {
            lock (LockObject)
            {
                if (AvailableDevices.Contains(Device))
                {
                    throw new Exception("Device already registered!");
                }

                InitialConnectState[Device] = Device.IsConnected;
                Constraints[Device]         = Constraint ?? new UnrealTargetConstraint(Device.Platform.Value);

                AvailableDevices.Add(Device);

                if (Log.IsVerbose)
                {
                    Device.RunOptions = Device.RunOptions & ~CommandUtils.ERunOptions.NoLoggingOfRunCommand;
                }
            }
        }
Ejemplo n.º 4
0
        /// <summary>
        /// Helper that reserves and returns a list of available devices based on the passed in roles
        /// </summary>
        /// <param name="Configs"></param>
        /// <returns></returns>
        public bool TryReserveDevices()
        {
            List <ITargetDevice> AcquiredDevices = new List <ITargetDevice>();
            List <ITargetDevice> SkippedDevices  = new List <ITargetDevice>();

            ReleaseDevices();

            // figure out how many of each device we need
            Dictionary <UnrealTargetConstraint, int> RequiredDeviceTypes = new Dictionary <UnrealTargetConstraint, int>();
            IEnumerable <UnrealSessionRole>          RolesNeedingDevices = SessionRoles.Where(R => !R.IsNullRole());

            // Get a count of the number of devices required for each platform
            RolesNeedingDevices.ToList().ForEach(C =>
            {
                if (!RequiredDeviceTypes.ContainsKey(C.Constraint))
                {
                    RequiredDeviceTypes[C.Constraint] = 0;
                }
                RequiredDeviceTypes[C.Constraint]++;
            });

            // check whether pool can accommodate devices
            if (!DevicePool.Instance.CheckAvailableDevices(RequiredDeviceTypes, ProblemDevices))
            {
                return(false);
            }

            // AG - this needs more thought as it can either be good (lots of devices under contention, temp failure) or
            // just burn cycles spinning on something that won't ever work...

            // If we had problem devices last time see if there are enough of that type that we can exclude them
            //if (ProblemDevices.Count > 0)
            //{
            //	Dictionary<UnrealTargetPlatform, int> ProblemPlatforms = new Dictionary<UnrealTargetPlatform, int>();

            //	// count how many problems for each platform
            //	ProblemDevices.ForEach(Device =>
            //	{
            //		if (ProblemPlatforms.ContainsKey(Device.Platform) == false)
            //		{
            //			ProblemPlatforms[Device.Platform] = 0;
            //		}

            //		ProblemPlatforms[Device.Platform]++;
            //	});

            //	List<ITargetDevice> ProblemsDevicesToRelease = new List<ITargetDevice>();

            //	// foreach device, see if we have enough others that we can ignore it
            //	ProblemDevices.ForEach(Device =>
            //	{
            //		if (ProblemPlatforms[Device.Platform] < AvailableDeviceTypes[Device.Platform])
            //		{
            //			Log.Verbose("Had problem with device {0} last time, will now ignore", Device.Name);
            //		}
            //		else
            //		{
            //			Log.Verbose("Would like to ignore device {0} but not enough of this type in pool", Device.Name);
            //			ProblemsDevicesToRelease.Add(Device);
            //		}
            //	});

            //	// remove any
            //	ProblemDevices = ProblemDevices.Where(D => ProblemsDevicesToRelease.Contains(D) == false).ToList();
            //}

            // nothing acquired yet...
            AcquiredDevices.Clear();

            // for each platform, enumerate and select from the available devices
            foreach (var PlatformReqKP in RequiredDeviceTypes)
            {
                UnrealTargetConstraint Constraint = PlatformReqKP.Key;
                UnrealTargetPlatform?  Platform   = Constraint.Platform;

                int NeedOfThisType = RequiredDeviceTypes[Constraint];

                DevicePool.Instance.EnumerateDevices(Constraint, Device =>
                {
                    int HaveOfThisType = AcquiredDevices.Where(D => D.Platform == Device.Platform && Constraint.Check(Device)).Count();

                    bool WeWant = NeedOfThisType > HaveOfThisType;


                    if (WeWant)
                    {
                        bool Available = Device.IsAvailable;
                        bool Have      = AcquiredDevices.Contains(Device);

                        bool Problem = ProblemDevices.Where(D => D.Name == Device.Name && D.Platform == Device.Platform).Count() > 0;

                        Log.Verbose("Device {0}: Available:{1}, Have:{2}, HasProblem:{3}", Device.Name, Available, Have, Problem);

                        if (Available &&
                            Have == false &&
                            Problem == false)
                        {
                            Log.Info("Acquiring device {0}", Device.Name);
                            AcquiredDevices.Add(Device);
                            HaveOfThisType++;
                        }
                        else
                        {
                            Log.Info("Skipping device {0}", Device.Name);
                            SkippedDevices.Add(Device);
                        }
                    }

                    // continue if we need more of this platform type
                    return(HaveOfThisType < NeedOfThisType);
                });
            }

            // If we got enough devices, go to step2 where we provision and try to connect them
            if (AcquiredDevices.Count == RolesNeedingDevices.Count())
            {
                // actually acquire them
                DevicePool.Instance.ReserveDevices(AcquiredDevices);

                Log.Info("Selected devices {0} for client(s). Prepping", string.Join(", ", AcquiredDevices));

                foreach (ITargetDevice Device in AcquiredDevices)
                {
                    if (Device.IsOn == false)
                    {
                        Log.Info("Powering on {0}", Device);
                        Device.PowerOn();
                    }
                    else if (Globals.Params.ParseParam("reboot"))
                    {
                        Log.Info("Rebooting {0}", Device);
                        Device.Reboot();
                    }

                    if (Device.IsConnected == false)
                    {
                        Log.Verbose("Connecting to {0}", Device);
                        Device.Connect();
                    }
                }

                // Step 3: Verify we actually connected to them
                var LostDevices = AcquiredDevices.Where(D => !D.IsConnected);

                if (LostDevices.Count() > 0)
                {
                    Log.Info("Lost connection to devices {0} for client(s). ", string.Join(", ", LostDevices));

                    // mark these as problems. Could be something grabbed them before us, could be that they are
                    // unresponsive in some way
                    LostDevices.ToList().ForEach(D => MarkProblemDevice(D));
                    AcquiredDevices.ToList().ForEach(D => D.Disconnect());

                    DevicePool.Instance.ReleaseDevices(AcquiredDevices);
                    AcquiredDevices.Clear();
                }
            }

            if (AcquiredDevices.Count() != RolesNeedingDevices.Count())
            {
                Log.Info("Failed to resolve all devices. Releasing the ones we have ");
                DevicePool.Instance.ReleaseDevices(AcquiredDevices);
            }
            else
            {
                ReservedDevices = AcquiredDevices;
            }

            // release devices that were skipped
            DevicePool.Instance.ReleaseDevices(SkippedDevices);

            return(ReservedDevices.Count() == RolesNeedingDevices.Count());
        }
Ejemplo n.º 5
0
        /// <summary>
        ///	Checks whether device pool can accommodate requirements, optionally add service devices to meet demand
        /// </summary>
        internal bool CheckAvailableDevices(Dictionary <UnrealTargetConstraint, int> RequiredDevices, List <ProblemDevice> ProblemDevices = null, bool UseServiceDevices = true)
        {
            Dictionary <UnrealTargetConstraint, int> AvailableDeviceTypes = new Dictionary <UnrealTargetConstraint, int>();
            Dictionary <UnrealTargetConstraint, int> TotalDeviceTypes     = new Dictionary <UnrealTargetConstraint, int>();

            // Do these "how many available" checks every time because the DevicePool provisions on demand so while it may think it has N machines,
            // some of them may fail to be provisioned and we could end up with none!

            // See how many of these types are in device pool (mostly to supply informative info if we can't meet these)

            foreach (var PlatformRequirement in RequiredDevices)
            {
                UnrealTargetConstraint Constraint = PlatformRequirement.Key;

                Func <ITargetDevice, bool> Validate = (ITargetDevice Device) =>
                {
                    if (!Constraint.Check(Device))
                    {
                        return(false);
                    }

                    if (ProblemDevices == null)
                    {
                        return(true);
                    }

                    foreach (ProblemDevice PDevice in ProblemDevices)
                    {
                        if (PDevice.Platform == Device.Platform && PDevice.Name == Device.Name)
                        {
                            return(false);
                        }
                    }

                    return(true);
                };

                AvailableDeviceTypes[Constraint] = DevicePool.Instance.GetAvailableDeviceCount(Constraint, Validate);
                TotalDeviceTypes[Constraint]     = DevicePool.Instance.GetTotalDeviceCount(Constraint, Validate);


                Log.Verbose("{0}: {1} devices required. Total:{2}, Available:{3}",
                            Constraint, PlatformRequirement.Value,
                            TotalDeviceTypes[PlatformRequirement.Key], AvailableDeviceTypes[PlatformRequirement.Key]);
            }

            // get a list of any platforms where we don't have enough
            var TooFewTotalDevices   = RequiredDevices.Where(KP => TotalDeviceTypes[KP.Key] < RequiredDevices[KP.Key]).Select(KP => KP.Key);
            var TooFewCurrentDevices = RequiredDevices.Where(KP => AvailableDeviceTypes[KP.Key] < RequiredDevices[KP.Key]).Select(KP => KP.Key);

            List <UnrealTargetPlatform> ServicePlatforms = new List <UnrealTargetPlatform>()
            {
                UnrealTargetPlatform.PS4, UnrealTargetPlatform.XboxOne, UnrealTargetPlatform.Switch
            };

            // support Android over wifi, though not on workers
            if (!Globals.IsWorker)
            {
                ServicePlatforms.Add(UnrealTargetPlatform.Android);
            }

            var Devices = TooFewTotalDevices.Concat(TooFewCurrentDevices);
            var UnsupportedPlatforms = Devices.Where(D => !ServicePlatforms.Contains(D.Platform.Value) && (!D.Platform.Value.ToString().StartsWith("XboxOne")) && (D.Platform.Value.ToString() != "XSX") && (D.Platform.Value.ToString() != "PS5"));

            // Request devices from the service if we need them
            if (UseServiceDevices && !String.IsNullOrEmpty(DeviceURL) && UnsupportedPlatforms.Count() == 0 && (TooFewTotalDevices.Count() > 0 || TooFewCurrentDevices.Count() > 0))
            {
                Dictionary <UnrealTargetConstraint, int> DeviceCounts = new Dictionary <UnrealTargetConstraint, int>();

                Devices.ToList().ForEach(Platform => DeviceCounts[Platform] = RequiredDevices[Platform]);

                Log.Info("Requesting devices from service at {0}", DeviceURL);

                // Acquire necessary devices from service
                if (!ReserveDevicesFromService(DeviceURL, DeviceCounts))
                {
                    return(false);
                }
            }
            else
            {
                // if we can't ever run then throw an exception
                if (TooFewTotalDevices.Count() > 0)
                {
                    var MissingDeviceStrings = TooFewTotalDevices.Select(D => string.Format("Not enough devices of type {0} exist for test. ({1} required, {2} available)", D, RequiredDevices[D], AvailableDeviceTypes[D]));
                    Log.Error("{0}", string.Join("\n", MissingDeviceStrings));
                    throw new AutomationException("Not enough devices available");
                }

                // if we can't  run now then return false
                if (TooFewCurrentDevices.Count() > 0)
                {
                    var MissingDeviceStrings = TooFewCurrentDevices.Select(D => string.Format("Not enough devices of type {0} available for test. ({1} required, {2} available)", D, RequiredDevices[D], AvailableDeviceTypes[D]));
                    Log.Verbose("{0}", string.Join("\n", MissingDeviceStrings));
                    return(false);
                }
            }

            return(true);
        }
Ejemplo n.º 6
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        public void EnumerateDevices(UnrealTargetConstraint Constraint, Func <ITargetDevice, bool> Predicate)
        {
            lock (LockObject)
            {
                List <ITargetDevice> Selection = new List <ITargetDevice>();

                // randomize the order of all devices that are of this platform
                var MatchingProvisionedDevices   = AvailableDevices.Where(D => Constraint.Check(D)).ToList();
                var MatchingUnprovisionedDevices = UnprovisionedDevices.Where(D => Constraint.Check(D)).ToList();

                bool OutOfDevices      = false;
                bool ContinuePredicate = true;

                do
                {
                    // Go through all our provisioned devices to see if these fulfill the predicates
                    // requirements

                    ITargetDevice NextDevice = MatchingProvisionedDevices.FirstOrDefault();

                    while (NextDevice != null && ContinuePredicate)
                    {
                        Log.Verbose("Checking {0} against predicate", NextDevice.Name);
                        MatchingProvisionedDevices.Remove(NextDevice);
                        ContinuePredicate = Predicate(NextDevice);

                        NextDevice = MatchingProvisionedDevices.FirstOrDefault();
                    }

                    if (ContinuePredicate)
                    {
                        // add more devices if possible
                        OutOfDevices = MatchingUnprovisionedDevices.Count() == 0;

                        DeviceDefinition NextDeviceDef = MatchingUnprovisionedDevices.FirstOrDefault();

                        if (NextDeviceDef != null)
                        {
                            Log.Verbose("Provisioning device {0} for the pool", NextDeviceDef.Name);

                            // try to create a device. This can fail, but if so we'll just end up back here
                            // on the next iteration
                            ITargetDevice NewDevice = CreateAndRegisterDeviceFromDefinition(NextDeviceDef);

                            MatchingUnprovisionedDevices.Remove(NextDeviceDef);
                            UnprovisionedDevices.Remove(NextDeviceDef);

                            if (NewDevice != null)
                            {
                                MatchingProvisionedDevices.Add(NewDevice);
                                Log.Verbose("Added device {0} to pool", NewDevice.Name);
                            }
                            else
                            {
                                Log.Info("Failed to provision {0}", NextDeviceDef.Name);
                                // track this
                                if (FailedProvisions.Contains(NextDeviceDef) == false)
                                {
                                    FailedProvisions.Add(NextDeviceDef);
                                }
                            }
                        }
                        else
                        {
                            Log.Info("Pool ran out of devices of type {0}!", Constraint);
                            OutOfDevices = true;
                        }
                    }
                } while (OutOfDevices == false && ContinuePredicate);
            }
        }