public void Initialize( [In, MarshalAs(UnmanagedType.CustomMarshaler, MarshalTypeRef = typeof(AddinMarshaler))] IAppInstance appInstance) { _appInstance = appInstance; InitializeTaxPrepAddin(); }
public static void InitTestEvents(IAppInstance aAppInstance) { var lService = (IAppModuleManager)aAppInstance; lService.BeforeCurrentModuleChange = new NotifyHandler(aModule => BeforeCurrentModuleChangeCount++); lService.AfterCurrentModuleChange = new NotifyHandler(aModule => AfterCurrentModuleChangeCount++); }
public static void AddTestMenu(IAppInstance aAppInstance, Assembly aAssemblyWithTests, IAppSubMenu aParentSubMenu, bool aSeparatorBefore) { var lMenuItem = aParentSubMenu.AddItem("Run Unit Tests", aSeparatorBefore); lMenuItem.ClickHandler = new TestHost(aAppInstance, aAssemblyWithTests); lMenuItem.Visible = true; lMenuItem.Enabled = true; }
/// <summary> /// Constructor, all values must be provided /// </summary> /// <param name="InSessionRole"></param> /// <param name="InAppInstance"></param> /// <param name="InArtifactPath"></param> /// <param name="InLogSummary"></param> public UnrealRoleArtifacts(UnrealSessionRole InSessionRole, IAppInstance InAppInstance, string InArtifactPath, string InLogPath, UnrealLogParser InLog) { SessionRole = InSessionRole; AppInstance = InAppInstance; ArtifactPath = InArtifactPath; LogPath = InLogPath; LogParser = InLog; }
public static void InitTestEvents(IAppInstance aAppInstance) { var lTaxAppService = (IAppTaxApplicationService)aAppInstance; lTaxAppService.OnIdle = new AppIdleHandler((out bool aProcessed) => { AppIdleCount++; aProcessed = true; }); }
/// <summary> /// Periodically called while the test is running. A chance for tests to examine their /// health, log updates etc. Base classes must call this or take all responsibility for /// setting Status as necessary /// </summary> /// <returns></returns> public override void TickTest() { IAppInstance App = null; if (TestInstance.ClientApps == null) { App = TestInstance.ServerApp; } else { if (TestInstance.ClientApps.Length > 0) { App = TestInstance.ClientApps.First(); } } if (App != null) { UnrealLogParser Parser = new UnrealLogParser(App.StdOut); // TODO - hardcoded for Orion List <string> TestLines = Parser.GetLogChannel("Gauntlet").ToList(); TestLines.AddRange(Parser.GetLogChannel("OrionTest")); for (int i = LastLogCount; i < TestLines.Count; i++) { Log.Info(TestLines[i]); if (Regex.IsMatch(TestLines[i], @".*GauntletHeartbeat\: Active.*")) { LastHeartbeatTime = DateTime.Now; LastActiveHeartbeatTime = DateTime.Now; } else if (Regex.IsMatch(TestLines[i], @".*GauntletHeartbeat\: Idle.*")) { LastHeartbeatTime = DateTime.Now; } } LastLogCount = TestLines.Count; // Detect missed heartbeats and fail the test CheckHeartbeat(); } // Check status and health after updating logs if (GetTestStatus() == TestStatus.InProgress && IsTestRunning() == false) { MarkTestComplete(); } }
private static void GetTaxPrepAppUsingGuid() { var helper = new ComRegistrationHelper(); var guidTemplate = ConfigurationManager.AppSettings["TaxPrepComGuidTemplate"]; var taxPrepFileName = ConfigurationManager.AppSettings["TaxPrepFileName"]; var guid = helper.CreateApplicationSpecificGuidFromTemplate(guidTemplate, taxPrepFileName); var type = Type.GetTypeFromCLSID(guid, true); dynamic comAccessProvider = Activator.CreateInstance(type); dynamic appInstance = comAccessProvider.GetAppInstance(); _appInstance = (IAppInstance)appInstance; }
public MainForm(IAppInstance app, Func<AnalysisResultsForm> analysisResultsFormFactory, Func<AnalyzeWebPageForWordsForm> analyzeWebPageForWordsFormFactory, Func<ResolveReplaceAmbiguityForm> resolveAmbiguityFormFactory, IDocumentAnalyzer documentAnalyzer, IDocumentProcessor documentProcessor) { this.app = app; this.analysisResultsFormFactory = analysisResultsFormFactory; this.analyzeWebPageForWordsFormFactory = analyzeWebPageForWordsFormFactory; this.resolveAmbiguityFormFactory = resolveAmbiguityFormFactory; this.documentAnalyzer = documentAnalyzer; this.documentProcessor = documentProcessor; InitializeComponent(); }
public void Init(IAppInstance appInstance) { _appInstance = appInstance; var menuName = string.Format("Sample COM Add-In v{0}", m_version); InitMenu(menuName); InitClientFileEvents(); InitCustomDiagnostic(); InitDatabaseEnvEvents(); // InitDragDrop(); InitModuleManager(); InitApplicationEvents(); }
protected void TestInstallThenRun(UnrealBuildSource Build, UnrealTargetRole ProcessType, ITargetDevice Device, UnrealTargetConfiguration Config, UnrealOptions InOptions = null) { // create a config based on the passed in params UnrealSessionRole Role = new UnrealSessionRole(ProcessType, Device.Platform, Config, InOptions); Log.Info("Testing {0}", Role); UnrealAppConfig AppConfig = Build.CreateConfiguration(Role); if (!CheckResult(AppConfig != null, "Could not create config for {0} {1} with platform {2} from build.", Config, ProcessType, Device)) { MarkComplete(); return; } // Install the app on this device IAppInstall AppInstall = Device.InstallApplication(AppConfig); CheckResult(AppConfig != null, "Could not create AppInstall for {0} {1} with platform {2} from build.", Config, ProcessType, Device); DateTime StartTime = DateTime.Now; // Run the app and wait for either a timeout or it to exit IAppInstance AppProcess = AppInstall.Run(); while (AppProcess.HasExited == false) { if ((DateTime.Now - StartTime).TotalSeconds > 60) { break; } Thread.Sleep(1000); } // Check it didn't exit unexpectedly CheckResult(AppProcess.HasExited == false, "Failed to run {0} {1} with platform {2}", Config, ProcessType, Device); // but kill it AppProcess.Kill(); // Check that it left behind some artifacts (minimum should be a log) int ArtifactCount = new DirectoryInfo(AppProcess.ArtifactPath).GetFiles("*", SearchOption.AllDirectories).Length; CheckResult(ArtifactCount > 0, "No artifacts on device!"); }
public override void TickTest() { if (TestInstance.ClientApps.Length > 0) { IAppInstance App = TestInstance.ClientApps.First(); UnrealLogParser Log = new UnrealLogParser(App.StdOut); // Look for message that test is completed if (Log.GetAllMatchingLines("FortGPUTestbedPerfTest Finished").Length > 0) { MarkTestComplete(); SetUnrealTestResult(TestResult.Passed); } } base.TickTest(); }
/// <summary> /// Called periodically while the test is running to allow code to monitor health. /// </summary> public override void TickTest() { const int kTimeOutDuration = 2; const string kStartupCompleteString = "Bringing up level for play took"; // run the base class tick; base.TickTest(); // Get the log of the first client app IAppInstance RunningInstance = this.TestInstance.ClientApps.First(); UnrealLogParser LogParser = new UnrealLogParser(RunningInstance.StdOut); // count how many lines there are in the log to check progress int LogLines = LogParser.Content.Split(new[] { '\n' }, StringSplitOptions.RemoveEmptyEntries).Length; if (LogLines > LogLinesLastTick) { LastLogTime = DateTime.Now; } // Gauntlet will timeout tests based on the -timeout argument, but we have greater insight here so can bail earlier to save // tests from idling on the farm needlessly. if ((DateTime.Now - LastLogTime).TotalMinutes > kTimeOutDuration) { Log.Error("No logfile activity observed in last {0} minutes. Ending test", kTimeOutDuration); MarkTestComplete(); SetUnrealTestResult(TestResult.TimedOut); } // now see if the game has brought the first world up for play IEnumerable <string> LogWorldLines = LogParser.GetLogChannel("World"); if (LogWorldLines.Any(L => L.IndexOf(kStartupCompleteString) >= 0)) { Log.Info("Found world is ready for play. Ending Test"); MarkTestComplete(); DidDetectLaunch = true; SetUnrealTestResult(TestResult.Passed); } }
/// <summary> /// Periodically called while the test is running. A chance for tests to examine their /// health, log updates etc. Base classes must call this or take all responsibility for /// setting Status as necessary /// </summary> /// <returns></returns> public override void TickTest() { IAppInstance App = null; if (TestInstance.ClientApps == null) { App = TestInstance.ServerApp; } else { if (TestInstance.ClientApps.Length > 0) { App = TestInstance.ClientApps.First(); } } if (App != null) { UnrealLogParser Parser = new UnrealLogParser(App.StdOut); // TODO - hardcoded for Orion List <string> TestLines = Parser.GetLogChannel("Gauntlet").ToList(); TestLines.AddRange(Parser.GetLogChannel("OrionTest")); for (int i = LastLogCount; i < TestLines.Count; i++) { Log.Info(TestLines[i]); } LastLogCount = TestLines.Count; } // Check status and health after updating logs if (GetTestStatus() == TestStatus.InProgress && IsTestRunning() == false) { MarkTestComplete(); } }
/// <summary> /// Installs and launches all of our roles and returns an UnrealSessonInstance that represents the aggregate /// of all of these processes. Will perform retries if errors with devices are encountered so this is a "best /// attempt" at running with the devices provided /// </summary> /// <returns></returns> public UnrealSessionInstance LaunchSession() { SessionInstance = null; // tries to find devices and launch our session. Will loop until we succeed, we run out of devices/retries, or // something fatal occurs.. while (SessionInstance == null && Globals.CancelSignalled == false) { int Retries = 5; int RetryWait = 120; IEnumerable <UnrealSessionRole> RolesNeedingDevices = SessionRoles.Where(R => R.IsNullRole() == false); while (ReservedDevices.Count() < RolesNeedingDevices.Count()) { // get devices TryReserveDevices(); if (Globals.CancelSignalled) { break; } // if we failed to get enough devices, show a message and wait if (ReservedDevices.Count() != SessionRoles.Count()) { if (Retries == 0) { throw new AutomationException("Unable to acquire all devices for test."); } Log.Info("\nUnable to find enough device(s). Waiting {0} secs (retries left={1})\n", RetryWait, --Retries); Thread.Sleep(RetryWait * 1000); } } if (Globals.CancelSignalled) { return(null); } Dictionary <IAppInstall, UnrealSessionRole> InstallsToRoles = new Dictionary <IAppInstall, UnrealSessionRole>(); // create a copy of our list IEnumerable <ITargetDevice> DevicesToInstallOn = ReservedDevices.ToArray(); bool InstallSuccess = true; #if !__MonoCS__ // count how many desktop clients IEnumerable <UnrealSessionRole> DesktopClients = SessionRoles.Where(R => R.Platform == BuildHostPlatform.Current.Platform).Where(R => R.RoleType.IsClient()); if (DesktopClients.Count() > 1) { int NumClientRows = (int)Math.Ceiling(DesktopClients.Count() / 2.0); var ScreenRect = System.Windows.Forms.Screen.PrimaryScreen.Bounds; double Ratio = 16.0 / 9.0; // pick width int DesiredWidth = ScreenRect.Width / 2; // height at 16:9 aspect int DesiredHeight = (int)(DesiredWidth / Ratio); // constrain width if the screen can't have that many rows if (DesiredHeight * NumClientRows > ScreenRect.Height) { DesiredHeight = ScreenRect.Height / NumClientRows; DesiredWidth = (int)(DesiredHeight * Ratio); } // now set all these params and disable the regular params that pick windowed stuff for (int i = 0; i < DesktopClients.Count(); i++) { UnrealSessionRole Role = DesktopClients.ElementAt(i); int Row = i / 2; int Column = i - (Row * 2); // this is hacky, but not sure if a better way to do it right now without changing interfaces in a TBD way UnrealTestConfiguration ConfigOptions = Role.Options as UnrealTestConfiguration; if (ConfigOptions != null) { ConfigOptions.IgnoreDefaultResolutionAndWindowMode = true; } Role.CommandLine += string.Format(" -WinX={0} -WinY={1} -ResX={2} -ResY={3} -windowed", Column * DesiredWidth, Row * DesiredHeight, DesiredWidth, DesiredHeight); } } #endif // sort by constraints, so that we pick constrained devices first List <UnrealSessionRole> SortedRoles = SessionRoles.OrderBy(R => R.Constraint.IsIdentity() ? 1 : 0).ToList(); // first install all roles on these devices foreach (var Role in SortedRoles) { ITargetDevice Device = null; if (Role.IsNullRole() == false) { Device = DevicesToInstallOn.Where(D => D.IsConnected && D.Platform == Role.Platform && (Role.Constraint.IsIdentity() || DevicePool.Instance.GetConstraint(D) == Role.Constraint)).First(); DevicesToInstallOn = DevicesToInstallOn.Where(D => D != Device); } else { Device = new TargetDeviceNull(string.Format("Null{0}", Role.RoleType)); } var OtherRoles = SortedRoles.Where(R => R != Role); // create a config from the build source (this also applies the role options) UnrealAppConfig AppConfig = BuildSource.CreateConfiguration(Role, OtherRoles); // todo - should this be elsewhere? AppConfig.Sandbox = Sandbox; IAppInstall Install = null; try { Install = Device.InstallApplication(AppConfig); } catch (System.Exception Ex) { // Warn, ignore the device, and do not continue Log.Info("Failed to install app onto device {0} for role {1}. {2}. Will retry with new device", Device, Role, Ex); MarkProblemDevice(Device); InstallSuccess = false; break; } if (Globals.CancelSignalled) { break; } // Device has app installed, give role a chance to configure device Role.ConfigureDevice?.Invoke(Device); InstallsToRoles[Install] = Role; } if (InstallSuccess == false) { // release all devices ReleaseDevices(); } if (InstallSuccess && Globals.CancelSignalled == false) { List <UnrealSessionInstance.RoleInstance> RunningRoles = new List <UnrealSessionInstance.RoleInstance>(); // Now try to run all installs on their devices foreach (var InstallRoleKV in InstallsToRoles) { IAppInstall CurrentInstall = InstallRoleKV.Key; bool Success = false; try { IAppInstance Instance = CurrentInstall.Run(); if (Instance != null || Globals.CancelSignalled) { RunningRoles.Add(new UnrealSessionInstance.RoleInstance(InstallRoleKV.Value, Instance)); } Success = true; } catch (DeviceException Ex) { // shutdown all Log.Warning("Device {0} threw an exception during launch. \nException={1}", CurrentInstall.Device, Ex.Message); Success = false; } if (Success == false) { Log.Warning("Failed to start build on {0}. Marking as problem device and retrying with new set", CurrentInstall.Device); // terminate anything that's running foreach (UnrealSessionInstance.RoleInstance RunningRole in RunningRoles) { Log.Info("Shutting down {0}", RunningRole.AppInstance.Device); RunningRole.AppInstance.Kill(); RunningRole.AppInstance.Device.Disconnect(); } // mark that device as a problem MarkProblemDevice(CurrentInstall.Device); // release all devices ReleaseDevices(); break; // do not continue loop } } if (RunningRoles.Count() == SessionRoles.Count()) { SessionInstance = new UnrealSessionInstance(RunningRoles.ToArray()); } } } return(SessionInstance); }
public void Init() { AppInstance = TestHost.CurrentInstance.AppInstance; }
public RoleInstance(UnrealSessionRole InRole, IAppInstance InInstance) { Role = InRole; AppInstance = InInstance; }
public void CleanUp() { AppInstance = null; }
public TestBase() { AppInstance = TestApp.Builder(EnvironmentType.Development).Build(); }
public static void AddTestMenu(IAppInstance aAppInstance, IAppSubMenu aParentSubMenu, bool aSeparatorBefore) { AddTestMenu(aAppInstance, Assembly.GetExecutingAssembly(), aParentSubMenu, aSeparatorBefore); }
private TestHost(IAppInstance aAppInstance, Assembly aAssemblyWithTests) { TestAssembly = aAssemblyWithTests; AppInstance = aAppInstance; }
void TestClientPlatform(UnrealTargetPlatform Platform) { string GameName = this.ProjectFile.FullName; string BuildPath = this.BuildPath; string DevKit = this.DevkitName; if (GameName.Equals("OrionGame", StringComparison.OrdinalIgnoreCase) == false) { Log.Info("Skipping test {0} due to non-Orion project!", this); MarkComplete(); return; } // create a new build UnrealBuildSource Build = new UnrealBuildSource(ProjectFile, this.UnrealPath, UsesSharedBuildType, BuildPath); // check it's valid if (!CheckResult(Build.BuildCount > 0, "staged build was invalid")) { MarkComplete(); return; } // Create devices to run the client and server ITargetDevice ServerDevice = new TargetDeviceWindows("PC Server", Gauntlet.Globals.TempDir); ITargetDevice ClientDevice = null; if (Platform == UnrealTargetPlatform.PS4) { //ClientDevice = new TargetDevicePS4(this.PS4Name); } else { ClientDevice = new TargetDeviceWindows("PC Client", Gauntlet.Globals.TempDir); } UnrealAppConfig ServerConfig = Build.CreateConfiguration(new UnrealSessionRole(UnrealTargetRole.Server, ServerDevice.Platform, UnrealTargetConfiguration.Development)); UnrealAppConfig ClientConfig = Build.CreateConfiguration(new UnrealSessionRole(UnrealTargetRole.Client, ClientDevice.Platform, UnrealTargetConfiguration.Development)); if (!CheckResult(ServerConfig != null && ServerConfig != null, "Could not create configs!")) { MarkComplete(); return; } ShortSoloOptions Options = new ShortSoloOptions(); Options.ApplyToConfig(ClientConfig); Options.ApplyToConfig(ServerConfig); IAppInstall ClientInstall = ClientDevice.InstallApplication(ClientConfig); IAppInstall ServerInstall = ServerDevice.InstallApplication(ServerConfig); if (!CheckResult(ServerConfig != null && ServerConfig != null, "Could not create configs!")) { MarkComplete(); return; } IAppInstance ClientInstance = ClientInstall.Run(); IAppInstance ServerInstance = ServerInstall.Run(); DateTime StartTime = DateTime.Now; bool RunWasSuccessful = true; while (ClientInstance.HasExited == false) { if ((DateTime.Now - StartTime).TotalSeconds > 800) { RunWasSuccessful = false; break; } } ClientInstance.Kill(); ServerInstance.Kill(); UnrealLogParser LogParser = new UnrealLogParser(ClientInstance.StdOut); UnrealLogParser.CallstackMessage ErrorInfo = LogParser.GetFatalError(); if (ErrorInfo != null) { CheckResult(false, "FatalError - {0}", ErrorInfo.Message); } RunWasSuccessful = LogParser.HasRequestExit(); CheckResult(RunWasSuccessful, "Failed to run for platform {0}", Platform); }
/// <summary> /// Installs and launches all of our roles and returns an UnrealSessonInstance that represents the aggregate /// of all of these processes. Will perform retries if errors with devices are encountered so this is a "best /// attempt" at running with the devices provided /// </summary> /// <returns></returns> public UnrealSessionInstance LaunchSession() { SessionInstance = null; // tries to find devices and launch our session. Will loop until we succeed, we run out of devices/retries, or // something fatal occurs.. while (SessionInstance == null && Globals.CancelSignalled == false) { int Retries = 5; int RetryWait = 120; IEnumerable <UnrealSessionRole> RolesNeedingDevices = SessionRoles.Where(R => R.IsNullRole() == false); while (ReservedDevices.Count() < RolesNeedingDevices.Count()) { // get devices TryReserveDevices(); if (Globals.CancelSignalled) { break; } // if we failed to get enough devices, show a message and wait if (ReservedDevices.Count() != SessionRoles.Count()) { if (Retries == 0) { throw new AutomationException("Unable to acquire all devices for test."); } Log.Info("\nUnable to find enough device(s). Waiting {0} secs (retries left={1})\n", RetryWait, --Retries); Thread.Sleep(RetryWait * 1000); } } if (Globals.CancelSignalled) { return(null); } Dictionary <IAppInstall, UnrealSessionRole> InstallsToRoles = new Dictionary <IAppInstall, UnrealSessionRole>(); // create a copy of our list IEnumerable <ITargetDevice> DevicesToInstallOn = ReservedDevices.ToArray(); bool InstallSuccess = true; // sort by constraints, so that we pick constrained devices first List <UnrealSessionRole> SortedRoles = SessionRoles.OrderBy(R => R.Constraint.IsIdentity() ? 1 : 0).ToList(); // first install all roles on these devices foreach (var Role in SortedRoles) { ITargetDevice Device = null; if (Role.IsNullRole() == false) { Device = DevicesToInstallOn.Where(D => D.IsConnected && D.Platform == Role.Platform && (Role.Constraint.IsIdentity() || DevicePool.Instance.GetConstraint(D) == Role.Constraint)).First(); DevicesToInstallOn = DevicesToInstallOn.Where(D => D != Device); } else { Device = new TargetDeviceNull(string.Format("Null{0}", Role.RoleType)); } // create a config from the build source (this also applies the role options) UnrealAppConfig AppConfig = BuildSource.CreateConfiguration(Role); // todo - should this be elsewhere? AppConfig.Sandbox = Sandbox; IAppInstall Install = null; try { Install = Device.InstallApplication(AppConfig); } catch (System.Exception Ex) { // Warn, ignore the device, and do not continue Log.Info("Failed to install app onto device {0} for role {1}. {2}. Will retry with new device", Device, Role, Ex); MarkProblemDevice(Device); InstallSuccess = false; break; } if (Globals.CancelSignalled) { break; } InstallsToRoles[Install] = Role; } if (InstallSuccess == false) { // release all devices ReleaseDevices(); } if (InstallSuccess && Globals.CancelSignalled == false) { List <UnrealSessionInstance.RoleInstance> RunningRoles = new List <UnrealSessionInstance.RoleInstance>(); // Now try to run all installs on their devices foreach (var InstallRoleKV in InstallsToRoles) { IAppInstall CurrentInstall = InstallRoleKV.Key; bool Success = false; try { IAppInstance Instance = CurrentInstall.Run(); if (Instance != null || Globals.CancelSignalled) { RunningRoles.Add(new UnrealSessionInstance.RoleInstance(InstallRoleKV.Value, Instance)); } Success = true; } catch (DeviceException Ex) { // shutdown all Log.Warning("Device {0} threw an exception during launch. \nException={1}", CurrentInstall.Device, Ex.Message); Success = false; } if (Success == false) { Log.Warning("Failed to start build on {0}. Marking as problem device and retrying with new set", CurrentInstall.Device); // terminate anything that's running foreach (UnrealSessionInstance.RoleInstance RunningRole in RunningRoles) { Log.Info("Shutting down {0}", RunningRole.AppInstance.Device); RunningRole.AppInstance.Kill(); RunningRole.AppInstance.Device.Disconnect(); } // mark that device as a problem MarkProblemDevice(CurrentInstall.Device); // release all devices ReleaseDevices(); break; // do not continue loop } } if (RunningRoles.Count() == SessionRoles.Count()) { SessionInstance = new UnrealSessionInstance(RunningRoles.ToArray()); } } } return(SessionInstance); }