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// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "hordeagentmessage.h"
#include "hordecomputesocket.h"
#include <zenhorde/hordeclient.h>
#include <zencore/logbase.h>
#include <filesystem>
#include <memory>
#include <string>
namespace zen::horde {
/** Manages the lifecycle of a single Horde compute agent.
*
* Handles the full connection sequence for one provisioned machine:
* 1. Connect via TCP transport (with optional AES encryption wrapping)
* 2. Create a multiplexed ComputeSocket with agent (channel 0) and child (channel 100)
* 3. Perform the Attach/Fork handshake to establish the child channel
* 4. Upload zenserver binary via the WriteFiles/ReadBlob protocol
* 5. Execute zenserver remotely via ExecuteV2
* 6. Poll for ExecuteOutput (stdout) and ExecuteResult (exit code)
*/
class HordeAgent
{
public:
explicit HordeAgent(const MachineInfo& Info);
~HordeAgent();
HordeAgent(const HordeAgent&) = delete;
HordeAgent& operator=(const HordeAgent&) = delete;
/** Perform the channel setup handshake (Attach on agent channel, Fork, Attach on child channel).
* Returns false if the handshake times out or receives an unexpected message. */
bool BeginCommunication();
/** Upload binary files to the remote agent.
* @param BundleDir Directory containing .blob files.
* @param BundleLocator Locator string identifying the bundle (from CreateBundle). */
bool UploadBinaries(const std::filesystem::path& BundleDir, const std::string& BundleLocator);
/** Execute a command on the remote machine. */
void Execute(const char* Exe,
const char* const* Args,
size_t NumArgs,
const char* WorkingDir = nullptr,
const char* const* EnvVars = nullptr,
size_t NumEnvVars = 0,
bool UseWine = false);
/** Poll for output and results. Returns true if the agent is still running.
* When LogOutput is true, remote stdout is logged via ZEN_INFO. */
bool Poll(bool LogOutput = true);
void CloseConnection();
bool IsValid() const;
const MachineInfo& GetMachineInfo() const { return m_MachineInfo; }
private:
LoggerRef Log() { return m_Log; }
std::unique_ptr<ComputeSocket> m_Socket;
std::unique_ptr<AgentMessageChannel> m_AgentChannel; ///< Channel 0: agent control
std::unique_ptr<AgentMessageChannel> m_ChildChannel; ///< Channel 100: child I/O
LoggerRef m_Log;
bool m_IsValid = false;
bool m_HasErrors = false;
MachineInfo m_MachineInfo;
};
} // namespace zen::horde
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