コード例 #1
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
        public void AbandonPotentialRemoteAgents( LocalConnection ParentConnection )
        {
            lock( AbandonPotentialRemoteAgentsLock )
            {
                // Walk through the list of potential agents and disconnect each one
                foreach( AgentInfo NextRemoteAgent in ParentConnection.PotentialRemoteAgents )
                {
                    AgentApplication.UpdateMachineState( NextRemoteAgent.Name, -1, EProgressionState.RemoteDisconnected );
                }
                // Done with the queue now, clear it
                ParentConnection.PotentialRemoteAgents.Clear();

                foreach( AgentInfo NextRemoteAgent in ParentConnection.UnavailableRemoteAgents )
                {
                    AgentApplication.UpdateMachineState( NextRemoteAgent.Name, -1, EProgressionState.RemoteDisconnected );
                }
                // Done with the queue now, clear it
                ParentConnection.UnavailableRemoteAgents.Clear();

                // Finished with remote agents, set the flag
                ParentConnection.RemoteAgentsAbandoned = true;
            }
        }
コード例 #2
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
        /**
         * Pulls the next agent off the list of potentials and tries to open a connection
         * until it either opens one successfully or runs out of agents
         */
        public RemoteConnection GetNextRemoteAgent( LocalConnection ParentConnection )
        {
            // Walk through the list of potential agents and try to open connections
            // until we either find one or run out of agents
            RemoteConnection Remote = null;
            AgentJob Job = ParentConnection.Job;
            while( ( Job != null ) &&
                   ( Job.CurrentState == AgentJob.JobState.AGENT_JOB_RUNNING ) &&
                   ( ParentConnection.PotentialRemoteAgents.Count > 0 ) &&
                   ( Remote == null ) )
            {
                AgentInfo NextRemoteAgent = ParentConnection.PotentialRemoteAgents.Dequeue();

                bool IsAssigned = false;
                DateTime AssignedTimestamp = DateTime.MinValue;
                if( ( NextRemoteAgent.Configuration.ContainsKey( "AssignedTo" ) ) &&
                    ( ( NextRemoteAgent.Configuration["AssignedTo"] as string ) == Environment.MachineName ) )
                {
                    IsAssigned = true;
                    AssignedTimestamp = ( DateTime )NextRemoteAgent.Configuration["AssignedTime"];
                }

                // If we failed to open the connection, but the agent is alive, add it to the list to try again later
                if( ( TryOpenRemoteConnection( ParentConnection, NextRemoteAgent, IsAssigned, AssignedTimestamp, out Remote ) == Constants.SUCCESS ) &&
                    ( Remote == null ) )
                {
                    AgentApplication.UpdateMachineState( NextRemoteAgent.Name, -1, EProgressionState.Blocked );
                    ParentConnection.UnavailableRemoteAgents.Enqueue( NextRemoteAgent );
                }
            }

            // Return whatever we found
            return Remote;
        }
コード例 #3
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
        /**
         * Used by local processes to open a connection to Swarm
         */
        private Int32 OpenConnection_1_0( Hashtable InParameters, ref Hashtable OutParameters )
        {
            // Always wait until the agent is fully initialized
            Initialized.WaitOne();

            // Unpack the input parameters
            Int32 LocalProcessID = ( Int32 )InParameters["ProcessID"];
            ELogFlags LoggingFlags = ( ELogFlags )InParameters["LoggingFlags"];

            // Check for optional parameters
            if( InParameters.Contains( "ProcessIsOwner" ) )
            {
                bool LocalProcessIsOwner = ( bool )InParameters["ProcessIsOwner"];
                if( LocalProcessIsOwner )
                {
                    OwnerProcessID = LocalProcessID;
                }
            }

            // If a restart or an exit has been requested, stop accepting new connections
            if( AgentIsShuttingDown )
            {
                return Constants.INVALID;
            }

            // If this is a "first" new local connection, clear the log window
            LocalConnectionRequestWaiting.Set();
            lock( Connections )
            {
                LocalConnectionRequestWaiting.Reset();

                Int32 LocalConnectionCount = 0;
                foreach( Connection NextConnection in Connections.Values )
                {
                    if( NextConnection is LocalConnection )
                    {
                        LocalConnectionCount++;
                    }
                }
                if( LocalConnectionCount == 0 )
                {
                    AgentApplication.ClearLogWindow();
                }
            }

            CreateTimings( LoggingFlags );

            // Get a new unique handle that this potential connection will be known by
            Int32 NewConnectionHandle = GetUniqueHandle();

            // Local connection request, the connection ID is the process ID of the caller
            LocalConnection NewLocalConnection = new LocalConnection( NewConnectionHandle, LocalProcessID );

            // Determine if this connection is a replacement of another, existing connection
            foreach( Connection ExistingConnection in Connections.Values )
            {
                if( ExistingConnection is LocalConnection )
                {
                    LocalConnection ExistingLocalConnection = ExistingConnection as LocalConnection;
                    if( ExistingLocalConnection.ProcessID == LocalProcessID )
                    {
                        // If this process already has a connection, close the older one
                        // since generally the only way this happens is when a connection
                        // dies and is re-established later
                        Log( EVerbosityLevel.Informative, ELogColour.Orange, "[Connection] Detected new local connection from same process ID as an existing one, closing the old one" );
                        Hashtable OldInParameters = null;
                        Hashtable OldOutParameters = null;
                        CloseConnection( ExistingConnection.Handle, OldInParameters, ref OldOutParameters );
                    }
                }
            }

            // Determine if this connection is a child of another, existing connection
            Connection ParentConnection = null;
            AgentJob ParentJob = null;
            foreach( AgentJob Job in ActiveJobs.Values )
            {
                if( Job.CurrentState == AgentJob.JobState.AGENT_JOB_RUNNING )
                {
                    // If the incoming connection is from a process spawned by a Job
                    // associated with an existing connection, note the parent-child
                    // relationship
                    lock( Job.ProcessObjectLock )
                    {
                        if( ( Job.ProcessObject != null ) &&
                            ( Job.ProcessObject.Id == LocalProcessID ) )
                        {
                            // Grab the parent and its Job
                            ParentConnection = Job.Owner;
                            ParentJob = Job;

                            // Found what we want, break out
                            break;
                        }
                    }

                    // If the Job was marked as manually started, then try to match
                    // based on the full path name of the executable
                    EJobTaskFlags JobFlags = Job.Specification.JobFlags;
                    if( ( JobFlags & EJobTaskFlags.FLAG_MANUAL_START ) != 0 )
                    {
                        Process ProcessObject = Process.GetProcessById( LocalProcessID );
                        string ProcessFilename = Path.GetFileName( ProcessObject.MainModule.FileName );
                        string OriginalExecutableName;
                        if( Job.Specification.DependenciesOriginalNames.TryGetValue( Job.Specification.ExecutableName, out OriginalExecutableName ) )
                        {
                            // Compare in a way that allows matching with the debug executable, which contains the release executable name
                            //@todo - detect debug executable in a robust method, possibly through optional dependencies
                            string OriginalExecutableWithoutExtention = System.IO.Path.GetFileNameWithoutExtension(OriginalExecutableName);
                            if (OriginalExecutableWithoutExtention.Contains(ProcessFilename) || ProcessFilename.Contains(OriginalExecutableWithoutExtention))
                            {
                                Log( EVerbosityLevel.Informative, ELogColour.Green, "[Job] Attaching new process handle to existing Job" );
                                ProcessObject.EnableRaisingEvents = true;
                                ProcessObject.Exited += new EventHandler( Job.ExitedProcessEventHandler );
                                Job.ProcessObject = ProcessObject;

                                // Grab the parent and its Job
                                ParentConnection = Job.Owner;
                                ParentJob = Job;

                                // Found what we want, break out
                                break;
                            }
                        }
                    }
                }
            }

            // If we found a parent connection, establish the parent-child relationship
            if( ParentConnection != null )
            {
                Log( EVerbosityLevel.Informative, ELogColour.Green, "[Job] Found a parent connection for PID " + LocalProcessID );
                Log( EVerbosityLevel.Informative, ELogColour.Green, String.Format( "[Job]     {0:X8} -> {1:X8}", ParentConnection.Handle, NewConnectionHandle ) );

                NewLocalConnection.Parent = ParentConnection;
                NewLocalConnection.Job = ParentJob;
                ParentConnection.LocalChildren.Add( NewConnectionHandle, NewLocalConnection );
                ParentConnection.LocalChildrenSeen++;
                ParentConnection.ChildrenSeen++;
            }

            // There are times we want to ensure no new connections are coming online
            // where we'll lock the Connections dictionary (see MaintainCache)
            LocalConnectionRequestWaiting.Set();
            lock( Connections )
            {
                LocalConnectionRequestWaiting.Reset();

                // Add the new local connection to the list of tracked connections
                Connections.Add( NewConnectionHandle, NewLocalConnection );
                NewLocalConnection.CurrentState = ConnectionState.CONNECTED;
            }

            // If this is an Instigator's connection, update some state
            if( ParentConnection == null )
            {
                // Update our state and ping the coordinator, if this is an instigating connection
                CurrentState = AgentState.Working;
                WorkingFor = Environment.MachineName;
                PingCoordinator( true );
            }

            // Fill in the connection configuration output parameter
            OutParameters = new Hashtable();
            OutParameters["Version"] = ESwarmVersionValue.VER_1_0;
            OutParameters["AgentProcessID"] = AgentProcessID;
            OutParameters["AgentCachePath"] = GetCacheLocation();

            // There are two requirements to be a pure local connection: be local and
            // have no remote parents. The main benefit of a pure local connection is
            // that they get to avoid calling into the Agent for the Channel API.
            bool IsPureLocalConnection = true;
            if( NewLocalConnection.Job != null )
            {
                OutParameters["AgentJobGuid"] = NewLocalConnection.Job.JobGuid;
                if( NewLocalConnection.Job.Owner is RemoteConnection )
                {
                    IsPureLocalConnection = false;
                }
            }
            OutParameters["IsPureLocalConnection"] = IsPureLocalConnection;

            // Return the handle for the new local connection
            return NewConnectionHandle;
        }
コード例 #4
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
        /**
         * Used internally to try to open connections to remote agents
         */
        public Int32 TryOpenRemoteConnection( LocalConnection ParentConnection, AgentInfo RemoteAgentInfo, bool IsAssigned, DateTime AssignedTimestamp, out RemoteConnection OpenedRemoteConnection )
        {
            // Initialize the return values
            Int32 ErrorCode = Constants.INVALID;
            OpenedRemoteConnection = null;

            string RemoteAgentName = RemoteAgentInfo.Name;
            string RemoteAgentIPAddress = RemoteAgentInfo.Configuration["IPAddress"].ToString();

            Log( EVerbosityLevel.Verbose, ELogColour.Green, "[Connect] Trying to open a remote connection to " + RemoteAgentName + " at " + RemoteAgentIPAddress );

            bool bHostNameValid = true;
            try
            {
                ValidateHostName(RemoteAgentIPAddress);
            }
            catch (Exception)
            {
                ErrorCode = Constants.ERROR_EXCEPTION;
                bHostNameValid = false;
            }

            // First, ping the remote host to make sure we can talk to it
            if (bHostNameValid && PingRemoteHost(RemoteAgentName, RemoteAgentIPAddress))
            {
                // Get the new unique handle that this connection will be known by
                Int32 NewConnectionHandle = GetUniqueHandle();

                // Get the remote Agent interface object
                string RemoteAgentURL = String.Format( "tcp://{0}:{1}/SwarmAgent",
                    RemoteAgentIPAddress,
                    Properties.Settings.Default.AgentRemotingPort.ToString() );

                Agent RemoteAgentInterface = ( Agent )Activator.GetObject( typeof( Agent ), RemoteAgentURL );
                RemoteConnectionInterfaceWrapper WrappedRemoteAgentInterface = new RemoteConnectionInterfaceWrapper( NewConnectionHandle, RemoteAgentName, RemoteAgentIPAddress, RemoteAgentInterface );
                Log( EVerbosityLevel.Verbose, ELogColour.Green, "[Connect] Remote agent interface object obtained for " + RemoteAgentName + " at " + RemoteAgentIPAddress );

                // With the interface in hand, try to open a bi-directional connection.

                // Create the new RemoteConnection object and add it to the set
                // of pending connections, waiting for the incoming confirmation
                // which will move it to the active connection set. See
                // ConfirmRemoteConnection for where this happens.
                RemoteConnection NewRemoteConnection = new RemoteConnection( NewConnectionHandle,
                                                                             RemoteAgentInfo,
                                                                             WrappedRemoteAgentInterface );
                PendingConnections.Add( NewConnectionHandle, NewRemoteConnection );

                // Try to open the connection
                try
                {
                    // Send the connection handle and the machine name that will
                    // be used to construct the return URL for bi-directional
                    // connection
                    if( WrappedRemoteAgentInterface.OpenRemoteConnection( Environment.MachineName, NewConnectionHandle, LoggingFlags, IsAssigned, AssignedTimestamp ) >= 0 )
                    {
                        // Successful confirmation, double check that the connection has moved
                        if( PendingConnections.ContainsKey( NewConnectionHandle ) == false )
                        {
                            if( Connections.ContainsKey( NewConnectionHandle ) )
                            {
                                // Connection was successfully moved to the active connection set
                                // thus the bi-directional communication link is established
                                Log( EVerbosityLevel.Informative, ELogColour.Green, "[Connect] Successfully opened a remote connection with " + RemoteAgentName );

                                // Establish the parent-child relationship
                                NewRemoteConnection.Parent = ParentConnection;
                                NewRemoteConnection.Job = ParentConnection.Job;
                                ParentConnection.RemoteChildren.Add( NewConnectionHandle, NewRemoteConnection );
                                ParentConnection.RemoteChildrenSeen++;
                                ParentConnection.ChildrenSeen++;

                                // Update the visualizer indicating that another remote connection is online
                                if( NewRemoteConnection.Job.OwnerIsInstigator )
                                {
                                    AgentApplication.UpdateMachineState( RemoteAgentName, -1, EProgressionState.RemoteConnected );
                                }

                                // Return the new handle for this connection
                                OpenedRemoteConnection = NewRemoteConnection;
                                ErrorCode = Constants.SUCCESS;
                            }
                            else
                            {
                                // Woah. Bad news.
                            }
                        }
                    }
                    else
                    {
                        // The connection failed to open, but didn't timeout and die, so it's likely just busy.
                        // Return with a success code, but with no remote agent, signaling that it's possible
                        // to try this one again later.
                        ErrorCode = Constants.SUCCESS;
                    }
                }
                catch( Exception Ex )
                {
                    Log( EVerbosityLevel.Verbose, ELogColour.Red, "[Connect] Exception: " + RemoteAgentName + ": " + Ex.ToString() );
                    ErrorCode = Constants.ERROR_EXCEPTION;
                }

                if( ErrorCode < 0 )
                {
                    Log( EVerbosityLevel.Verbose, ELogColour.Red, "[Connect] Failed to open a remote connection with " + RemoteAgentName );
                }

                // Regardless of how we got here, make sure the connection has been removed
                // from the pending set (this is a safe call to make anytime)
                PendingConnections.Remove( NewConnectionHandle );
            }
            else
            {
                // Failed to ping, simply return with an appropriate error code
                ErrorCode = Constants.ERROR_CONNECTION_NOT_FOUND;
            }

            return ErrorCode;
        }
コード例 #5
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
 /**
  * Requeues the previously unavailable agent list
  */
 public bool RetryUnavailableRemoteAgent( LocalConnection ParentConnection )
 {
     if( ParentConnection.UnavailableRemoteAgents.Count > 0 )
     {
         // Queue up the next unavailable agent
         ParentConnection.PotentialRemoteAgents.Enqueue( ParentConnection.UnavailableRemoteAgents.Dequeue() );
         return true;
     }
     return false;
 }
コード例 #6
0
ファイル: Connections.cs プロジェクト: colwalder/unrealengine
        /**
         * Refresh the list of active remote agents
         */
        public bool ResetPotentialRemoteAgents( LocalConnection ParentConnection )
        {
            StartTiming( "GetRemoteAgents-Internal", true );

            // Start everything off empty
            List<AgentInfo> UnattachedRemoteAgents = new List<AgentInfo>();

            if( ( Coordinator != null ) &&
                ( CoordinatorResponding ) &&
                ( AgentApplication.Options.EnableStandaloneMode == false ) )
            {
                List<AgentInfo> PotentialRemoteAgents = null;
                try
                {
                    // Get all alive agents - but don't connect to them just yet
                    Hashtable RequestedConfiguration = new Hashtable();
                    RequestedConfiguration["Version"] = CurrentVersion;
                    RequestedConfiguration["GroupName"] = AgentApplication.Options.AllowedRemoteAgentGroup;
                    RequestedConfiguration["RequestingAgentName"] = Environment.MachineName;
                    RequestedConfiguration["RequestAssignmentFor"] = Environment.MachineName;
                    PotentialRemoteAgents = Coordinator.GetAvailableAgents( RequestedConfiguration );
                }
                catch( Exception )
                {
                    // Until all open connections are closed, the coordinator is abandoned
                    CoordinatorResponding = false;
                }

                // If we survived the call to the coordinator, work the list
                if( ( CoordinatorResponding ) &&
                    ( PotentialRemoteAgents != null ) )
                {
                    // Filter the list by all currently attached remote agents and ourself
                    foreach( AgentInfo Info in PotentialRemoteAgents )
                    {
                        bool WorkerAlreadyConnectedOrDisallowed = false;
                        if( ( Info.Name == Environment.MachineName ) ||
                            ( !AgentNamePassesAllowedAgentsFilter( Info.Name ) ) )
                        {
                            // Trivial case
                            WorkerAlreadyConnectedOrDisallowed = true;
                        }
                        else
                        {
                            // Walk through the list of already attached workers
                            foreach( RemoteConnection Remote in ParentConnection.RemoteChildren.Values )
                            {
                                if( Remote.Info.Name == Info.Name )
                                {
                                    WorkerAlreadyConnectedOrDisallowed = true;
                                    break;
                                }
                            }
                        }
                        // If not already attached, add it to the new list of potentials
                        if( !WorkerAlreadyConnectedOrDisallowed )
                        {
                            UnattachedRemoteAgents.Add( Info );
                        }
                    }
                }
            }

            // Set the newly crafted list of potential workers
            ParentConnection.PotentialRemoteAgents = new Queue<AgentInfo>( UnattachedRemoteAgents );
            ParentConnection.UnavailableRemoteAgents.Clear();

            // Log out which other machines we might be able to ask for help
            foreach( AgentInfo NextAgent in UnattachedRemoteAgents )
            {
                Log( EVerbosityLevel.Complex, ELogColour.Blue, String.Format( "[Connect] Coordinator named remote agent {0} which is {1}", NextAgent.Name, NextAgent.State ) );
            }

            StopTiming();

            return ( UnattachedRemoteAgents.Count > 0 );
        }