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// Copyright Epic Games, Inc. All Rights Reserved.
#include "Parent.h"
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "TestPALLog.h"
FParent::FParent(int InNumTotalChildren, int InMaxChildrenAtOnce)
: NumTotalChildren(InNumTotalChildren)
, MaxChildrenAtOnce(InMaxChildrenAtOnce)
{
}
FProcHandle FParent::Launch(bool bDetached)
{
// Launch the worker process
int32 PriorityModifier = -1; // below normal
uint32 WorkerId = 0;
FString WorkerName = FPlatformProcess::ExecutableName(false);
FProcHandle WorkerHandle = FPlatformProcess::CreateProc(*WorkerName, TEXT("proc-child"), bDetached, false, false, &WorkerId, PriorityModifier, NULL, NULL);
if (!WorkerHandle.IsValid())
{
// If this doesn't error, the app will hang waiting for jobs that can never be completed
UE_LOG(LogTestPAL, Fatal, TEXT("Couldn't launch %s! Make sure the file is in your binaries folder."), *WorkerName);
}
return WorkerHandle;
}
void FParent::Run()
{
// test launching detached
{
for (int i = 0; i < 100; ++i)
{
UE_LOG(LogTestPAL, Log, TEXT("Launching a detached child to see if we leak a zombie."));
FProcHandle Child = Launch(true);
FPlatformProcess::CloseProc(Child);
}
}
// test stopping children prematurely
{
UE_LOG(LogTestPAL, Log, TEXT("Launching a child to wait for it."));
FProcHandle Child = Launch();
UE_LOG(LogTestPAL, Log, TEXT("Closing child's handle (FPlatformProcess::CloseProc)"));
FPlatformProcess::CloseProc(Child);
}
{
UE_LOG(LogTestPAL, Log, TEXT("Launching a child to terminate it."));
FProcHandle Child = Launch();
UE_LOG(LogTestPAL, Log, TEXT("Sleeping for a bit to let the child ramp up."));
FPlatformProcess::Sleep(0.1f);
UE_LOG(LogTestPAL, Log, TEXT("Terminating the child (FPlatformProcess::TerminateProc())"));
FPlatformProcess::TerminateProc(Child);
UE_LOG(LogTestPAL, Log, TEXT("Closing child's handle (FPlatformProcess::CloseProc)"));
FPlatformProcess::CloseProc(Child);
}
UE_LOG(LogTestPAL, Log, TEXT("Proceeding to test multiple children."));
// test normal working loop
while (NumTotalChildren > 0)
{
// see if there are any new children to spawn
while (Children.Num() < MaxChildrenAtOnce)
{
UE_LOG(LogTestPAL, Log, TEXT("Launching a child (%d more to go)."), NumTotalChildren - 1);
FProcHandle Child = Launch();
UE_LOG(LogTestPAL, Log, TEXT("Launch successful"));
Children.Add(Child);
--NumTotalChildren;
}
// sleep for a while
FPlatformProcess::Sleep(0.5f);
// see if any children have finished
for (int ChildIdx = 0; ChildIdx < Children.Num();)
{
int32 ReturnCode = -1;
FProcHandle ChildCopy = Children[ChildIdx];
if (FPlatformProcess::GetProcReturnCode(ChildCopy, &ReturnCode))
{
// print its return code
UE_LOG(LogTestPAL, Log, TEXT("Child finished, return code %d"), ReturnCode);
FPlatformProcess::CloseProc(ChildCopy);
Children.RemoveAt(ChildIdx);
}
else
{
++ChildIdx;
}
}
}
}