public override void TickTest() { string TempDir = Path.Combine(Environment.CurrentDirectory, "GauntletTemp"); TargetDeviceMac Device = new TargetDeviceMac("LocalMac", Globals.TempDir); CheckEssentialFunctions(Device); MarkComplete(); }
public override void TickTest() { // create a new build UnrealBuildSource Build = new UnrealBuildSource(this.ProjectName, this.ProjectFile, this.UnrealPath, this.UsesSharedBuildType, this.BuildPath, new string[] { "" }); // check it's valid if (!CheckResult(Build.BuildCount > 0, "staged build was invalid")) { MarkComplete(); return; } // Create devices to run the client and server ITargetDevice PCDevice = new TargetDeviceMac("LocalMac", Globals.TempDir); UnrealOptions GameOptions = new UnrealOptions(); GameOptions.Windowed = true; GameOptions.ResX = 1280; GameOptions.ResY = 720; GameOptions.CommonArgs = "-log"; UnrealOptions OtherOptions = new UnrealOptions(); OtherOptions.CommonArgs = "-log"; // editor configs TestInstallThenRun(Build, UnrealTargetRole.EditorGame, PCDevice, UnrealTargetConfiguration.Development, GameOptions); TestInstallThenRun(Build, UnrealTargetRole.EditorServer, PCDevice, UnrealTargetConfiguration.Development, OtherOptions); TestInstallThenRun(Build, UnrealTargetRole.Editor, PCDevice, UnrealTargetConfiguration.Development, OtherOptions); // Monolithic clients //TestInstallThenRun(Build, UnrealRoleType.Client, PCDevice, UnrealTargetConfiguration.Development, GameOptions); TestInstallThenRun(Build, UnrealTargetRole.Client, PCDevice, UnrealTargetConfiguration.Test, GameOptions); // Monolithic servers //TestInstallThenRun(Build, UnrealRoleType.Server, PCDevice, UnrealTargetConfiguration.Development, OtherOptions); //TestInstallThenRun(Build, UnrealRoleType.Server, PCDevice, UnrealTargetConfiguration.Test, OtherOptions); MarkComplete(); }