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// Copyright Epic Games, Inc. All Rights Reserved.
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# include "Analytics/AnalyticsPrivacySettings.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]
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# include "UObject/UnrealType.h"
# include "Interfaces/IAnalyticsProvider.h"
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# include "EngineAnalytics.h"
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# include "Misc/CoreDelegates.h"
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# define LOCTEXT_NAMESPACE "AnalyticsPrivacySettings"
UAnalyticsPrivacySettings : : UAnalyticsPrivacySettings ( const FObjectInitializer & ObjectInitializer )
: Super ( ObjectInitializer )
, bSendUsageData ( true )
{
}
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void UAnalyticsPrivacySettings : : GetToggleCategoryAndPropertyNames ( FName & OutCategory , FName & OutProperty ) const
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{
OutCategory = FName ( " Options " ) ;
OutProperty = FName ( " bSendUsageData " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetFalseStateLabel ( ) const
{
return LOCTEXT ( " FalseStateLabel " , " Don't Send " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetFalseStateTooltip ( ) const
{
return LOCTEXT ( " FalseStateTooltip " , " Don't send Editor usage data to Epic Games. " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetFalseStateDescription ( ) const
{
return LOCTEXT ( " FalseStateDescription " , " By opting out you have chosen to not send Editor usage data to Epic Games. Please consider opting in to help improve Unreal Engine. Epic Games will never sell or trade individual usage data to / with third party organizations. If you enable this feature, we will collect information about how you use the editor, when you use the editor, the type of projects you are creating, how you interact with the various editor components and we would perform occasional checks on the type of hardware/OS you are using. " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetTrueStateLabel ( ) const
{
return LOCTEXT ( " TrueStateLabel " , " Send Usage Data " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetTrueStateTooltip ( ) const
{
return LOCTEXT ( " TrueStateTooltip " , " Send your Editor usage data to Epic Games. " ) ;
} ;
FText UAnalyticsPrivacySettings : : GetTrueStateDescription ( ) const
{
return LOCTEXT ( " TrueStateDescription " , " By opting in you have chosen to send Editor usage data to Epic Games. Thank you for helping to improve Unreal Engine. Epic Games will never sell or trade individual usage data to / with third party organizations. We will collect information about how you use the editor, when you use the editor, the type of projects you are creating, how you interact with the various editor components and we perform occasional checks on the type of hardware/OS you are using. " ) ;
} ;
FString UAnalyticsPrivacySettings : : GetAdditionalInfoUrl ( ) const
{
return FString ( TEXT ( " http://epicgames.com/privacynotice " ) ) ;
} ;
FText UAnalyticsPrivacySettings : : GetAdditionalInfoUrlLabel ( ) const
{
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return LOCTEXT ( " HyperlinkLabel " , " Epic Games Privacy Policy " ) ;
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} ;
# if WITH_EDITOR
void UAnalyticsPrivacySettings : : PostEditChangeProperty ( struct FPropertyChangedEvent & PropertyChangedEvent )
{
Super : : PostEditChangeProperty ( PropertyChangedEvent ) ;
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const FName PropertyName = ( PropertyChangedEvent . Property ! = nullptr ) ? PropertyChangedEvent . Property - > GetFName ( ) : NAME_None ;
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if ( PropertyName = = GET_MEMBER_NAME_CHECKED ( UAnalyticsPrivacySettings , bSendUsageData ) )
{
OnSendFullUsageDataChanged ( ) ;
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FCrashOverrideParameters Params ;
Params . bSetCrashReportClientMessageText = false ;
Params . bSetGameNameSuffix = false ;
Params . SendUsageData = bSendUsageData ;
FCoreDelegates : : CrashOverrideParamsChanged . Broadcast ( Params ) ;
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}
}
void UAnalyticsPrivacySettings : : OnSendFullUsageDataChanged ( )
{
if ( bSendUsageData )
{
// Attempt to initialize analytics and send opt-in event
if ( ! FEngineAnalytics : : IsAvailable ( ) )
{
FEngineAnalytics : : Initialize ( ) ;
if ( FEngineAnalytics : : IsAvailable ( ) )
{
FEngineAnalytics : : GetProvider ( ) . RecordEvent ( FString ( " Editor.Privacy.EndUserOptIn " ) ) ;
}
}
}
else
{
// Send opt-out event and shutdown analytics
if ( FEngineAnalytics : : IsAvailable ( ) )
{
FEngineAnalytics : : GetProvider ( ) . RecordEvent ( FString ( " Editor.Privacy.EndUserOptOut " ) ) ;
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @2826496)
#lockdown Nick.Penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2826201 on 2016/01/13 by Zabir.Hoque
Add more verbose logging to try to understand #OR-11297
#lockdown Andrew.Grant
#CodeReview Marcus.Wassmer
#RB none
#TESTS compiled Win64 debug editor, ran agora_p
Change 2826170 on 2016/01/13 by Marcus.Wassmer
Flush unloaded resource properly in LoadMap
#codereview Gil.Gribb
#rb none
#test cycling game. memory is freed properly now.
#lockdown Andrew.Grant
Change 2826135 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826128 using //Orion/Main_to_//Orion/Dev-General
Change 2826131 on 2016/01/12 by Michael.Noland
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Merging CL# 2825678 using //Orion/Main_to_//Orion/Dev-General
Change 2826128 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
Merging CL# 2826116 using //Orion/Release-Next->//Orion/Main
Change 2826116 on 2016/01/12 by Michael.Noland
Orion: Improve login screen on PC to reduce the potential impact of framerate on data center ping calculation
- Disabled async streaming for the duration of the QOS ping measurement to avoid hitches
- Added a circular throbber in the top left corner of the login screen indicating that something is async streaming (as a diagnostic tool for users affected by the datacenter ping, can be removed in the future)
- Added logging of the current average frame time when the datacenter ping is finalized
- Added a 'Pick Ideal Settings' button to the login screen (note: on the actual screen, not the login widget, so it will not appear on PS4)
#jira OR-12453
#rb paul.moore
#tests Ran a QOS server and client and verified that the new logging is occurring, tried out the new benchmark button, etc...
#lockdown andrew.grant
#codereview josh.markiewicz
Change 2825772 on 2016/01/12 by Dmitry.Rekman
Linux signal handling improvements.
- Switch crash handlers to use "crash malloc" (preallocated memory) on crash.
- Remove unnecessary memory allocations from graceful termination handler.
#rb none
#tests Run the Linux server and crashed it a few times.
#codereview David.Vossel, Michael.Trepka
Change 2825768 on 2016/01/12 by Josh.Markiewicz
#UE4 - added print out of MS/FPS during Qos ping evaluation
#rb michael.noland
#tests loaded up through login screen to see output
Change 2825703 on 2016/01/12 by Brian.Karis
Switched on new motion blur. Set temporal AA sharpness to 1.
#rb none
#TESTS editor
Change 2825689 on 2016/01/12 by Lina.Halper
Fix for get animation notify crash
https://jira.ol.epicgames.net/browse/OR-12248
https://jira.ol.epicgames.net/browse/OR-12348
- Also fixed the crash in preview of persona due to blend sample cache contains previous animation data
- Also fixed blend space player to reinitialize cache data
- The main issue is marker doesn't clamp the length, causing notifies ensure to trigger.
#rb : Laurent.Delayen
#tests: 10 Sparrows bot match for long time
#code review: Martin.Wilson
#lockdown: Andrew.Grant
Change 2825680 on 2016/01/12 by Martin.Mittring
fixed all cases with r.Tonemapper.ScreenPercentage, ScreenPercentage, Fringe, Vignette, ViewRect, flickering with transluceny (View members have been modified while other thread was reading)
#rb:Olaf.Piesche, David.Hill
#test: PC, many cases
Change 2825579 on 2016/01/12 by Chris.Bunner
Force shadow shape bone indices on the required update list.
#rb Lina.Halper, Rolando.Caloca
#tests Editor
#codereview Daniel.Wright
#jira OR-12339
Change 2825443 on 2016/01/12 by Martin.Mittring
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const bool bIsEngineShutdown = false ;
FEngineAnalytics : : Shutdown ( bIsEngineShutdown ) ;
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}
}
}
# endif
# undef LOCTEXT_NAMESPACE