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!"); }
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); }