Esempio n. 1
0
        /// <summary>
        /// Saves all artifacts from the provided session to the specified output path.
        /// </summary>
        /// <param name="Context"></param>
        /// <param name="TestInstance"></param>
        /// <param name="OutputPath"></param>
        /// <returns></returns>
        public IEnumerable <UnrealRoleArtifacts> SaveRoleArtifacts(UnrealTestContext Context, UnrealSessionInstance TestInstance, string OutputPath)
        {
            int ClientCount      = 1;
            int DummyClientCount = 1;

            List <UnrealRoleArtifacts> AllArtifacts = new List <UnrealRoleArtifacts>();

            foreach (UnrealSessionInstance.RoleInstance App in TestInstance.RunningRoles)
            {
                bool   IsServer   = App.Role.RoleType.IsServer();
                string RoleName   = (App.Role.IsDummy() ? "Dummy" : "") + App.Role.RoleType.ToString();
                string FolderName = RoleName;

                if (IsServer == false)
                {
                    if ((!App.Role.IsDummy() && ClientCount++ > 1))
                    {
                        FolderName += string.Format("_{0:00}", ClientCount);
                    }
                    else if (App.Role.IsDummy() && DummyClientCount++ > 1)
                    {
                        FolderName += string.Format("_{0:00}", DummyClientCount);
                    }
                }

                string DestPath = Path.Combine(OutputPath, FolderName);

                var Artifacts = SaveRoleArtifacts(Context, App, DestPath);
                AllArtifacts.Add(Artifacts);
            }

            return(AllArtifacts);
        }
Esempio n. 2
0
        /// <summary>
        /// Create the list of tests specified by the context.
        /// </summary>
        /// <param name="Context"></param>
        /// <returns></returns>
        IEnumerable <ITestNode> CreateTestList(UnrealTestContext Context, Params DefaultParams, ArgumentWithParams PlatformParams = null)
        {
            List <ITestNode> NodeList = new List <ITestNode>();

            IEnumerable <string> Namespaces = Context.Options.Namespaces.Split(',').Select(S => S.Trim());

            List <string> BuildIssues = new List <string>();

            UnrealTargetPlatform UnrealPlatform = UnrealTargetPlatform.Unknown;

            if (!Enum.TryParse(PlatformParams.Argument, true, out UnrealPlatform))
            {
                throw new AutomationException("Could not convert platform {0} to a valid UnrealTargetPlatform", PlatformParams.Argument);
            }

            //List<string> Platforms = Globals.Params.ParseValue("platform")

            // Create an instance of each test and add it to the executor
            foreach (var Test in Context.Options.TestList)
            {
                // create a copy of the context for this test
                UnrealTestContext TestContext = (UnrealTestContext)Context.Clone();

                // if test specifies platforms, filter for this context
                if (Test.Platforms.Count() > 0 && Test.Platforms.Where(Plat => Plat.Argument == PlatformParams.Argument).Count() == 0)
                {
                    continue;
                }

                if (Blacklist.Instance.IsTestBlacklisted(Test.TestName, UnrealPlatform, TestContext.BuildInfo.Branch))
                {
                    Gauntlet.Log.Info("Test {0} is currently blacklisted on {1} in branch {2}", Test.TestName, UnrealPlatform, TestContext.BuildInfo.Branch);
                    continue;
                }

                // combine global and test-specific params
                Params CombinedParams = new Params(DefaultParams.AllArguments.Concat(Test.TestParams.AllArguments).ToArray());

                // parse any target constraints
                List <string> PerfSpecArgs = CombinedParams.ParseValues("PerfSpec", false);
                string        PerfSpecArg  = PerfSpecArgs.Count > 0 ? PerfSpecArgs.Last() : "Unspecified";
                EPerfSpec     PerfSpec;
                if (!Enum.TryParse <EPerfSpec>(PerfSpecArg, true, out PerfSpec))
                {
                    throw new AutomationException("Unable to convert perfspec '{0}' into an EPerfSpec", PerfSpec);
                }

                TestContext.Constraint = new UnrealTargetConstraint(UnrealPlatform, PerfSpec);

                TestContext.TestParams = CombinedParams;

                // This will throw if the test cannot be created
                ITestNode NewTest = Utils.TestConstructor.ConstructTest <ITestNode, UnrealTestContext>(Test.TestName, TestContext, Namespaces);

                NodeList.Add(NewTest);
            }

            return(NodeList);
        }
Esempio n. 3
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        public object Clone()
        {
            UnrealTestContext Copy = (UnrealTestContext)this.MemberwiseClone();

            // todo - what else shou;d be unique?
            Copy.RoleContext = this.RoleContext.ToDictionary(entry => entry.Key,
                                                             entry => (UnrealTestRoleContext)entry.Value.Clone());

            return(Copy);
        }
        public override void CreateReport(TestResult Result, UnrealTestContext Context, UnrealBuildSource Build, IEnumerable <UnrealRoleArtifacts> Artifacts, string ArtifactPath)
        {
            if (Result != TestResult.Passed)
            {
                return;
            }

            // Gather results and merge PGO data
            Log.Info("Gathering profiling results...");
            PGOPlatform.GatherResults(TestInstance.ClientApps[0].ArtifactPath);
        }
        /// <summary>
        /// Get a ConfigHierarchy of the type you want with platform-specific config for the given Role. This object can be used to read .ini config values.
        /// Default params return the client platform's game config.
        /// This looks for the workspace files for the project that you are trying to run your test on. The config directory for that project must exist to find valid results.
        /// </summary>
        public static ConfigHierarchy GetConfigHierarchy(UnrealTestContext TestContext, ConfigHierarchyType ConfigType = ConfigHierarchyType.Game, UnrealTargetRole TargetRole = UnrealTargetRole.Client)
        {
            string ProjectPath = Path.Combine(Environment.CurrentDirectory, TestContext.BuildInfo.ProjectName);

            if (!Directory.Exists(ProjectPath))
            {
                Log.Warning(string.Format("Directory does not exist at {0}! Returned ConfigHierarchy will not contain any config values. Make sure to sync the config directory for the project you are trying to run.", ProjectPath));
            }

            return(ConfigCache.ReadHierarchy(ConfigType, new DirectoryReference(ProjectPath), TestContext.GetRoleContext(TargetRole).Platform));
        }
Esempio n. 6
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        // End  UnrealTestNode properties and members

        // UnrealTestNode member functions
        public UnrealTestNode(UnrealTestContext InContext)
        {
            Context = InContext;

            UnrealTestResult       = TestResult.Invalid;
            MissingProcesses       = new List <IAppInstance>();
            TimeToWaitForProcesses = 5;
            LastLogCount           = 0;
            CurrentPass            = 0;
            NumPasses = 0;
        }
        public UnrealTestNode(UnrealTestContext InContext)
        {
            Context = InContext;

            UnrealTestResult       = TestResult.Invalid;
            MissingProcesses       = new List <IAppInstance>();
            TimeToWaitForProcesses = 5;
            LastLogCount           = 0;
            CurrentPass            = 0;
            NumPasses    = 0;
            TestVersion  = new Version("1.0.0");
            ArtifactPath = string.Empty;
        }
Esempio n. 8
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        /// <summary>
        /// Called when report creation fails, by default logs warning with failure message
        /// </summary>
        protected virtual void HandleCreateReportFailure(UnrealTestContext Context, string Message = "")
        {
            if (string.IsNullOrEmpty(Message))
            {
                Message = string.Format("See Gauntlet.log for details");
            }

            if (Globals.IsWorker)
            {
                // log for worker to parse context
                Log.Info("GauntletWorker:CreateReportFailure:{0}", Context.WorkerJobID);
            }

            Log.Warning("CreateReport Failed: {0}", Message);
        }
Esempio n. 9
0
        /// <summary>
        /// Saves all artifacts from the provided session to the specified output path.
        /// </summary>
        /// <param name="Context"></param>
        /// <param name="TestInstance"></param>
        /// <param name="OutputPath"></param>
        /// <returns></returns>
        public IEnumerable <UnrealRoleArtifacts> SaveRoleArtifacts(UnrealTestContext Context, UnrealSessionInstance TestInstance, string OutputPath)
        {
            Dictionary <UnrealTargetRole, int> RoleCounts = new Dictionary <UnrealTargetRole, int>();
            int DummyClientCount = 0;

            List <UnrealRoleArtifacts> AllArtifacts = new List <UnrealRoleArtifacts>();

            foreach (UnrealSessionInstance.RoleInstance App in TestInstance.RunningRoles)
            {
                string RoleName   = (App.Role.IsDummy() ? "Dummy" : "") + App.Role.RoleType.ToString();
                string FolderName = RoleName;

                int RoleCount = 1;

                if (App.Role.IsDummy())
                {
                    DummyClientCount++;
                    RoleCount = DummyClientCount;
                }
                else
                {
                    if (!RoleCounts.ContainsKey(App.Role.RoleType))
                    {
                        RoleCounts.Add(App.Role.RoleType, 1);
                    }
                    else
                    {
                        RoleCounts[App.Role.RoleType]++;
                    }

                    RoleCount = RoleCounts[App.Role.RoleType];
                }


                if (RoleCount > 1)
                {
                    FolderName += string.Format("_{0:00}", RoleCount);
                }

                string DestPath = Path.Combine(OutputPath, FolderName);

                var Artifacts = SaveRoleArtifacts(Context, App, DestPath);
                AllArtifacts.Add(Artifacts);
            }

            return(AllArtifacts);
        }
Esempio n. 10
0
 /// <summary>
 /// Optional function that is called on test completion and gives an opportunity to create a report
 /// </summary>
 /// <param name="Result"></param>
 /// <param name="Contex"></param>
 /// <param name="Build"></param>
 public virtual void CreateReport(TestResult Result, UnrealTestContext Contex, UnrealBuildSource Build, IEnumerable <UnrealRoleArtifacts> Artifacts, string ArtifactPath)
 {
 }
Esempio n. 11
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);
        }
Esempio n. 12
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        /// <summary>
        /// Retrieves and saves all artifacts from the provided session role. Artifacts are saved to the destination path
        /// </summary>
        /// <param name="InContext"></param>
        /// <param name="InRunningRole"></param>
        /// <param name="InDestArtifactPath"></param>
        /// <returns></returns>
        public UnrealRoleArtifacts SaveRoleArtifacts(UnrealTestContext InContext, UnrealSessionInstance.RoleInstance InRunningRole, string InDestArtifactPath)
        {
            bool   IsServer = InRunningRole.Role.RoleType.IsServer();
            string RoleName = (InRunningRole.Role.IsDummy() ? "Dummy" : "") + InRunningRole.Role.RoleType.ToString();
            UnrealTargetPlatform?Platform = InRunningRole.Role.Platform;
            string RoleConfig             = InRunningRole.Role.Configuration.ToString();

            Directory.CreateDirectory(InDestArtifactPath);

            // Don't archive editor data, there can be a *lot* of stuff in that saved folder!
            bool IsEditor = InRunningRole.Role.RoleType.UsesEditor();

            bool IsDevBuild = InContext.TestParams.ParseParam("dev");

            string DestSavedDir   = Path.Combine(InDestArtifactPath, "Saved");
            string SourceSavedDir = "";

            // save the contents of the saved directory
            SourceSavedDir = InRunningRole.AppInstance.ArtifactPath;

            // save the output from TTY
            string ArtifactLogPath = Path.Combine(InDestArtifactPath, RoleName + "Output.log");

            // Write a brief Gauntlet header to aid debugging
            StringBuilder LogOut = new StringBuilder();

            LogOut.AppendLine("------ Gauntlet Test ------");
            LogOut.AppendFormat("Role: {0}\r\n", InRunningRole.Role);
            LogOut.AppendFormat("Automation Command: {0}\r\n", Environment.CommandLine);
            LogOut.AppendLine("---------------------------");

            // Write instance stdout stream
            LogOut.Append(InRunningRole.AppInstance.StdOut);

            File.WriteAllText(ArtifactLogPath, LogOut.ToString());
            Log.Info("Wrote Log to {0}", ArtifactLogPath);

            if (IsServer == false)
            {
                // gif-ify and jpeg-ify any screenshots
                try
                {
                    string ScreenshotPath = Path.Combine(SourceSavedDir, "Screenshots", Platform.ToString()).ToLower();

                    if (Directory.Exists(ScreenshotPath) && Directory.GetFiles(ScreenshotPath).Length > 0)
                    {
                        Log.Info("Downsizing and gifying session images at {0}", ScreenshotPath);

                        // downsize first so gif-step is quicker and takes less resoruces.
                        Utils.Image.ConvertImages(ScreenshotPath, ScreenshotPath, "jpg", true);

                        string GifPath = Path.Combine(InDestArtifactPath, RoleName + "Test.gif");
                        if (Utils.Image.SaveImagesAsGif(ScreenshotPath, GifPath))
                        {
                            Log.Info("Saved gif to {0}", GifPath);
                        }
                    }
                }
                catch (Exception Ex)
                {
                    Log.Info("Failed to downsize and gif-ify images! {0}", Ex);
                }
            }

            // don't archive data in dev mode, because peoples saved data could be huuuuuuuge!
            if (IsEditor == false)
            {
                LogLevel OldLevel = Log.Level;
                Log.Level = LogLevel.Normal;

                if (Directory.Exists(SourceSavedDir))
                {
                    Utils.SystemHelpers.CopyDirectory(SourceSavedDir, DestSavedDir);
                    Log.Info("Archived artifacts to to {0}", DestSavedDir);
                }
                else
                {
                    Log.Info("Archive path '{0}' was not found!", SourceSavedDir);
                }

                Log.Level = OldLevel;
            }
            else
            {
                if (IsEditor)
                {
                    Log.Info("Skipping archival of assets for editor {0}", RoleName);
                }
                else if (IsDevBuild)
                {
                    Log.Info("Skipping archival of assets for dev build");
                }
            }

            foreach (EIntendedBaseCopyDirectory ArtifactDir in InRunningRole.Role.AdditionalArtifactDirectories)
            {
                if (InRunningRole.AppInstance.Device.GetPlatformDirectoryMappings().ContainsKey(ArtifactDir))
                {
                    string SourcePath = InRunningRole.AppInstance.Device.GetPlatformDirectoryMappings()[ArtifactDir];
                    var    DirToCopy  = new DirectoryInfo(SourcePath);
                    if (DirToCopy.Exists)
                    {
                        // Grab the final dir name to copy everything into so everything's not just going into root artifact dir.
                        string IntendedCopyLocation = Path.Combine(InDestArtifactPath, DirToCopy.Name);
                        Utils.SystemHelpers.CopyDirectory(SourcePath, IntendedCopyLocation);
                    }
                }
            }
            // TODO REMOVEME- this should go elsewhere, likely a util that can be called or inserted by relevant test nodes.
            if (IsServer == false)
            {
                // Copy over PSOs
                try
                {
                    if (InContext.Options.LogPSO)
                    {
                        foreach (var ThisFile in CommandUtils.FindFiles_NoExceptions(true, "*.rec.upipelinecache", true, DestSavedDir))
                        {
                            bool Copied   = false;
                            var  JustFile = Path.GetFileName(ThisFile);
                            if (JustFile.StartsWith("++"))
                            {
                                var Parts = JustFile.Split(new Char[] { '+', '-' }).Where(A => A != "").ToArray();
                                if (Parts.Count() >= 2)
                                {
                                    string ProjectName = Parts[0].ToString();
                                    string BuildRoot   = CommandUtils.CombinePaths(CommandUtils.RootBuildStorageDirectory());

                                    string SrcBuildPath  = CommandUtils.CombinePaths(BuildRoot, ProjectName);
                                    string SrcBuildPath2 = CommandUtils.CombinePaths(BuildRoot, ProjectName.Replace("Game", "").Replace("game", ""));

                                    if (!CommandUtils.DirectoryExists(SrcBuildPath))
                                    {
                                        SrcBuildPath = SrcBuildPath2;
                                    }
                                    if (CommandUtils.DirectoryExists(SrcBuildPath))
                                    {
                                        var JustBuildFolder = JustFile.Replace("-" + Parts.Last(), "");

                                        string PlatformStr   = Platform.ToString();
                                        string SrcCLMetaPath = CommandUtils.CombinePaths(SrcBuildPath, JustBuildFolder, PlatformStr, "MetaData");
                                        if (CommandUtils.DirectoryExists(SrcCLMetaPath))
                                        {
                                            string SrcCLMetaPathCollected = CommandUtils.CombinePaths(SrcCLMetaPath, "CollectedPSOs");
                                            if (!CommandUtils.DirectoryExists(SrcCLMetaPathCollected))
                                            {
                                                Log.Info("Creating Directory {0}", SrcCLMetaPathCollected);
                                                CommandUtils.CreateDirectory(SrcCLMetaPathCollected);
                                            }
                                            if (CommandUtils.DirectoryExists(SrcCLMetaPathCollected))
                                            {
                                                string DestFile = CommandUtils.CombinePaths(SrcCLMetaPathCollected, JustFile);
                                                CommandUtils.CopyFile_NoExceptions(ThisFile, DestFile, true);
                                                if (CommandUtils.FileExists(true, DestFile))
                                                {
                                                    Log.Info("Deleting local file, copied to {0}", DestFile);
                                                    CommandUtils.DeleteFile_NoExceptions(ThisFile, true);
                                                    Copied = true;
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                            if (!Copied)
                            {
                                Log.Warning("Could not find anywhere to put this file {0}", JustFile);
                            }
                        }
                    }
                }
                catch (Exception Ex)
                {
                    Log.Info("Failed to copy upipelinecaches to the network {0}", Ex);
                }
            }
            // END REMOVEME


            UnrealLogParser LogParser = new UnrealLogParser(InRunningRole.AppInstance.StdOut);

            int ExitCode = InRunningRole.AppInstance.ExitCode;

            LogParser.GetTestExitCode(out ExitCode);

            UnrealRoleArtifacts Artifacts = new UnrealRoleArtifacts(InRunningRole.Role, InRunningRole.AppInstance, InDestArtifactPath, ArtifactLogPath, LogParser);

            return(Artifacts);
        }
Esempio n. 13
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 public BootTest(Gauntlet.UnrealTestContext InContext)
     : base(InContext)
 {
 }
Esempio n. 14
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 public RunAutomatedTests(Gauntlet.UnrealTestContext InContext)
     : base(InContext)
 {
 }
 public Benchmark(Gauntlet.UnrealTestContext InContext)
     : base(InContext)
 {
 }
Esempio n. 16
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 public FortGPUTestbedPerfTest(Gauntlet.UnrealTestContext InContext)
     : base(InContext)
 {
 }
Esempio n. 17
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 /// <summary>
 /// Optional function that is called on test completion and gives an opportunity to create a report
 /// </summary>
 /// <param name="Result"></param>
 /// <param name="Contex"></param>
 /// <param name="Build"></param>
 public virtual void SubmitToDashboard(TestResult Result, UnrealTestContext Contex, UnrealBuildSource Build, IEnumerable <UnrealRoleArtifacts> Artifacts, string ArtifactPath)
 {
 }
 public PGONode(UnrealTestContext InContext) : base(InContext)
 {
 }
 public ElementalDemoTest(Gauntlet.UnrealTestContext InContext)
     : base(InContext)
 {
 }