.. _revent_files_creation: revent ====== revent utility can be used to record and later play back a sequence of user input events, such as key presses and touch screen taps. This is an alternative to Android UI Automator for providing automation for workloads. :: usage: revent [record time file|replay file|info] [verbose] record: stops after either return on stdin or time (in seconds) and stores in file replay: replays eventlog from file info:shows info about each event char device any additional parameters make it verbose Recording --------- WA features a ``record`` command that will automatically deploy and start revent on the target device:: wa record INFO Connecting to device... INFO Press Enter when you are ready to record... [Pressed Enter] INFO Press Enter when you have finished recording... [Pressed Enter] INFO Pulling files from device Once started, you will need to get the target device ready to record (e.g. unlock screen, navigate menus and launch an app) then press ``ENTER``. The recording has now started and button presses, taps, etc you perform on the device will go into the .revent file. To stop the recording simply press ``ENTER`` again. Once you have finished recording the revent file will be pulled from the device to the current directory. It will be named ``{device_model}.revent``. When recording revent files for a ``GameWorkload`` you can use the ``-s`` option to add ``run`` or ``setup`` suffixes. For more information run please read :ref:`record-command` Replaying --------- To replay a recorded file, run ``wa replay``, giving it the file you want to replay:: wa replay my_recording.revent For more information run please read :ref:`replay-command` Using revent With Workloads --------------------------- Some workloads (pretty much all games) rely on recorded revents for their execution. :class:`wlauto.common.GameWorkload`-derived workloads expect two revent files -- one for performing the initial setup (navigating menus, selecting game modes, etc), and one for the actual execution of the game. Because revents are very device-specific\ [*]_, these two files would need to be recorded for each device. The files must be called ``.(setup|run).revent``, where ```` is the name of your device (as defined by the ``name`` attribute of your device's class). WA will look for these files in two places: ``/wlauto/workloads//revent_files`` and ``~/.workload_automation/dependencies/``. The first location is primarily intended for revent files that come with WA (and if you did a system-wide install, you'll need sudo to add files there), so it's probably easier to use the second location for the files you record. Also, if revent files for a workload exist in both locations, the files under ``~/.workload_automation/dependencies`` will be used in favor of those installed with WA. For example, if you wanted to run angrybirds workload on "Acme" device, you would record the setup and run revent files using the method outlined in the section above and then pull them for the devices into the following locations:: ~/workload_automation/dependencies/angrybirds/Acme.setup.revent ~/workload_automation/dependencies/angrybirds/Acme.run.revent (you may need to create the intermediate directories if they don't already exist). .. [*] It's not just about screen resolution -- the event codes may be different even if devices use the same screen. revent vs. UiAutomator ---------------------- In general, Android UI Automator is the preferred way of automating user input for workloads because, unlike revent, UI Automator does not depend on a particular screen resolution, and so is more portable across different devices. It also gives better control and can potentially be faster for ling UI manipulations, as input events are scripted based on the available UI elements, rather than generated by human input. On the other hand, revent can be used to manipulate pretty much any workload, where as UI Automator only works for Android UI elements (such as text boxes or radio buttons), which makes the latter useless for things like games. Recording revent sequence is also faster than writing automation code (on the other hand, one would need maintain a different revent log for each screen resolution). File format of revent ===================== .. note:: All values below are little endian Recording structure of revent ----------------------------- revent recordings are made of of five parts: * A "magic" string of `REVENT` to help identify revent recordings. * A unsigned integer representing the revent file format version. * A signed integer that gives the number of devices in this recording. * A series of device paths, the number of which is given in the previous field. For more detail see `Device path structure`_ below. * An unlimited number of recorded events. For more detail see `Event Structure`_ below. :: 0 1 2 3 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | MAGIC | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | MAGIC cont. | Version | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Number of devices | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | Device paths +-+-+-+-+-+-+-+-+-+-+-+-+ | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | | Events | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Device path structure ---------------------- This part of an revent recording is used to store the paths to input devices used in the recording. It consists of: * A signed integer giving the size of the following string. * A string, with a maximum length of 30, containing the path of an input device. :: 0 1 2 3 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Length of device path | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | | | Device path | | | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Event structure --------------- The majority of an revent recording will be made up of the input events that were recorded. There and be an unlimited number of these events in an revent file and they are structured as follows: * A signed integer representing which device from the list of device paths this event is for (zero indexed). E.g. Device ID = 3 would be the 4th device in the list of device paths. * 32 bits of padding * A signed integer representing the number of seconds since "epoch" when the event was recorded. * A signed integer representing the microseconds part of the timestamp. * An unsigned integer representing the event type * An unsigned integer representing the event code * An unsigned integer representing the event value For more information about the event type, code and value please read: https://www.kernel.org/doc/Documentation/input/event-codes.txt :: 0 1 2 3 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Device ID | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | PADDING | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Timestamp Seconds | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Timestamp Seconds cont. | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Timestamp Micoseconds | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Timestamp Micoseconds cont. | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Event Type | Event Code | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ | Event Value | +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Using state detection with revent ================================= State detection can be used to verify that a workload is executing as expected. This utility, if enabled, and if state definitions are available for the particular workload, takes a screenshot after the setup and the run revent sequence, matches the screenshot to a state and compares with the expected state. A WorkloadError is raised if an unexpected state is encountered. To enable state detection, make sure a valid state definition file and templates exist for your workload and set the check_states parameter to True. State definition directory -------------------------- State and phase definitions should be placed in a directory of the following structure inside the dependencies directory of each workload (along with revent files etc): dependencies/ / state_definitions/ definition.yaml templates/ .png .png ... definition.yaml file -------------------- This defines each state of the workload and lists which templates are expected to be found and how many are required to be detected for a conclusive match. It also defines the expected state in each workload phase where a state detection is run (currently those are setupComplete and runComplete). Templates are picture elements to be matched in a screenshot. Each template mentioned in the definition file should be placed as a file with the same name and a .png extension inside the templates folder. Creating template png files is as simple as taking a screenshot of the workload in a given state, cropping out the relevant templates (eg. a button, label or other unique element that is present in that state) and storing them in PNG format. Please see the definition file for Angry Birds below as an example to understand the format. Note that more than just two states (for the afterSetup and afterRun phase) can be defined and this helps track the cause of errors in case an unexpected state is encountered. .. code-block:: python workload_name: angrybirds workload_states: - state_name: titleScreen templates: - play_button - logo matches: 2 - state_name: worldSelection templates: - first_world_thumb - second_world_thumb - third_world_thumb - fourth_world_thumb matches: 3 - state_name: level_selection templates: - locked_level - first_level matches: 2 - state_name: gameplay templates: - pause_button - score_label_text matches: 2 - state_name: pause_screen templates: - replay_button - menu_button - resume_button - help_button matches: 4 - state_name: level_cleared_screen templates: - level_cleared_text - menu_button - replay_button - fast_forward_button matches: 4 workload_phases: - phase_name: setup_complete expected_state: gameplay - phase_name: run_complete expected_state: level_cleared_screen