Files
UnrealEngine/Engine/Source/Developer/AutomationController/Private/AutomationDeviceClusterManager.h
2025-05-18 13:04:45 +08:00

268 lines
8.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "IAutomationReport.h"
#include "AutomationWorkerMessages.h"
#include "IMessageContext.h"
#include "AutomationDeviceClusterManager.generated.h"
/**
* Hold information about the Device
*/
USTRUCT()
struct FAutomationDeviceInfo
{
GENERATED_BODY()
public:
/** The name of device */
UPROPERTY()
FString DeviceName;
/** The instance ID */
UPROPERTY()
FGuid Instance;
/** The instance Name */
UPROPERTY()
FString InstanceName;
/** The name of the platform */
UPROPERTY()
FString Platform;
/** The name of the operating system version */
UPROPERTY()
FString OSVersion;
/** The name of the device model */
UPROPERTY()
FString Model;
/** The name of the GPU */
UPROPERTY()
FString GPU;
/** The name of the CPU model */
UPROPERTY()
FString CPUModel;
/** The amount of RAM this device has in gigabytes */
UPROPERTY()
uint32 RAMInGB = 0;
/** The name of the current render mode */
UPROPERTY()
FString RenderMode;
/** The name of the current RHI */
UPROPERTY()
FString RHI;
/** The path to the application instance log */
UPROPERTY()
FString AppInstanceLog;
};
/**
* Managers groups of devices for job distribution
*/
class FAutomationDeviceClusterManager
{
public:
/** Clear out all clusters for a new session */
void Reset();
/**
* Add a new device from an AutomationWorkerFindWorkersResponse message, creating new clusters as needed.
*
* @param MessageAddress The network address of an available worker.
* @param Message The message that contains the device info.
* @param GroupFlags Used find out which group to put the new device into.
*/
void AddDeviceFromMessage(const FMessageAddress& MessageAddress, const FAutomationWorkerFindWorkersResponse& Message, const uint32 GroupFlags);
/**
* Update existing device's network address.
*
* @param MessageAddress The network address of an available worker.
* @param Message The message that contains the device info.
*/
void UpdateDeviceFromMessage(const FMessageAddress& MessageAddress, const FAutomationWorkerMessageBase& Message);
/** Remove a device (went offline, etc). */
void Remove(const FGuid& DeviceInstanceId);
/** Returns number of unique device types. */
int32 GetNumClusters() const;
/** Returns the sum of the device counts per cluster. */
int32 GetTotalNumDevices() const;
/** Returns the number of devices in of a particular device type. */
int32 GetNumDevicesInCluster (const int32 ClusterIndex) const;
/** Returns the number of active devices in of a particular device type. */
int32 GetNumActiveDevicesInCluster(const int32 ClusterIndex) const;
/** Returns the name of the cluster group. */
FString GetClusterGroupName(const int32 ClusterIndex) const;
/** Returns the name of the devices within this cluster. */
FString GetClusterDeviceType (const int32 ClusterIndex) const;
/** Returns the name of a device within a cluster. */
FString GetClusterDeviceName(const int32 ClusterIndex, const int32 DeviceIndex) const;
/** Returns the instance of the game within a cluster. */
FString GetClusterGameInstance(const int32 ClusterIndex, const int32 DeviceIndex) const;
/** Returns the instance identifier of the game within a cluster. */
FGuid GetClusterGameInstanceId(const int32 ClusterIndex, const int32 DeviceIndex) const;
/** Returns the name of a device within a cluster. */
const FAutomationDeviceInfo& GetDeviceInfo(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Finds the cluster/device index for a particular GUID.
*
* @param InstanceId The device instance identifier.
* @param OutClusterIndex The index of the platform this device was in.
* @param OutDeviceIndex The index of the device within OutClusterIndex.
* @return true if the device was found within a cluster.
*/
bool FindDevice(const FGuid& InstanceId, int32& OutClusterIndex, int32& OutDeviceIndex);
/**
* Returns the message address of the device specified.
*
* @param ClusterIndex Index of the device cluster.
* @param DeviceIndex Index of the device within the cluster.
*
* @return The message address of this device
*/
FMessageAddress GetDeviceMessageAddress(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Returns the devices that have been reserved for a particular test.
*
* @param ClusterIndex The device type we are testing.
* @param Report The automation test that we are trying to run (when we have enough participants).
* @return The array of devices that are currently signed up for running this test.
*/
TArray<FMessageAddress> GetDevicesReservedForTest(const int32 ClusterIndex, TSharedPtr <IAutomationReport> Report);
/**
* Returns the current test this device should be running.
*
* @param ClusterIndex Index of the device cluster.
* @param DeviceIndex Index of the device within the cluster.
* @return nullptr if this device is available or the test structure if it is in-process.
*/
TSharedPtr <IAutomationReport> GetTest(const int32 ClusterIndex, const int32 DeviceIndex) const;
/**
* Sets the current test being run by the particular device.
*
* @param ClusterIndex The Cluster which holds the device we intend to run the test on.
* @param DeviceIndex The devices index in the cluster where we intend to run the test on.
* @param NewReport The test we are going to run.
*/
void SetTest(const int32 ClusterIndex, const int32 DeviceIndex, TSharedPtr <IAutomationReport> NewReport);
/**
* Resets all cases on devices which are running the specified test to NULL.
*
* @param ClusterIndex The Cluster where we want all devices running the test to cease.
* @param InTest The test we are stopping.
*/
void ResetAllDevicesRunningTest( const int32 ClusterIndex, IAutomationReportPtr InTest );
/**
* Disable a device as it is no longer available - keep around to get the results.
*
* @param ClusterIndex The index of the platform this device was in.
* @param DeviceIndex The index of the device within OutClusterIndex.
*/
void DisableDevice( const int32 ClusterIndex, const int32 DeviceIndex );
/**
* Check if a device is enabled.
*
* @param ClusterIndex The index of the platform this device was in.
* @param DeviceIndex The index of the device within OutClusterIndex.
*/
bool DeviceEnabled( const int32 ClusterIndex, const int32 DeviceIndex );
/**
* Check if there are any active game instances left.
*
* @return True if there are some game instances.
*/
bool HasActiveDevice();
/** Regroups the device clusters based off the current group flags. */
void ReGroupDevices( const uint32 GroupFlags );
private:
/** per actual device, the network address and current test being run */
class FDeviceState
{
public:
FDeviceState(FMessageAddress NewMessageAddress, const FAutomationWorkerFindWorkersResponse& Message )
{
DeviceMessageAddress = NewMessageAddress;
Info.DeviceName = Message.DeviceName;
Info.Platform = Message.Platform;
Info.OSVersion = Message.OSVersionName;
Info.Model = Message.ModelName;
Info.GPU = Message.GPUName;
Info.CPUModel = Message.CPUModelName;
Info.RAMInGB = Message.RAMInGB;
Info.RenderMode = Message.RenderModeName;
Info.RHI = Message.RHIName;
Info.Instance = Message.InstanceId;
Info.InstanceName = Message.InstanceName;
Report.Reset();
IsDeviceAvailable = true;
}
/** Network address for device */
FMessageAddress DeviceMessageAddress;
/** The Device full info */
FAutomationDeviceInfo Info;
/** NULL if this device is available to do work*/
TSharedPtr <IAutomationReport> Report;
/** Hold if the game instance is available */
bool IsDeviceAvailable;
};
/** for each cluster, the name and array of known devices */
class FDeviceCluster
{
public:
/** Name of the Cluster */
FString ClusterName;
/** Name of the platform */
FString DeviceTypeName;
/** Guids/state for each device of this type */
TArray <FDeviceState> Devices;
};
/**
* Generates a group name based off the device info and current group flags
*/
FString GetGroupNameForDevice(const FDeviceState& DeviceState, const uint32 DeviceGroupFlags);
/** Array of all clusters */
TArray <FDeviceCluster> Clusters;
};