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UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerModule.cpp

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Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625 #lockdown Nick.Penwarden ========================== MAJOR FEATURES + CHANGES ========================== Change 2821607 on 2016/01/08 by Mieszko.Zielinski Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4 This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead. #rb Lukasz.Furman Change 2828384 on 2016/01/14 by Mieszko.Zielinski Back out of visual log refactor done as part of CL#2821607 #UE4 Change 2869215 on 2016/02/16 by Marc.Audy Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior #rb Bruce.Nesbit #jira UE-26417 Change 2869404 on 2016/02/16 by Ori.Cohen Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood. #rb Lina.Halper Change 2870062 on 2016/02/17 by Jurre.deBaare Name parameter driven by bone controller #JIRA UE-25997 #rb Thomas.Sarkanen Change 2870280 on 2016/02/17 by Mieszko.Zielinski Vis log category handling fixes #UE4 Also, a minor cleanup #rb Lukasz.Furman Change 2871729 on 2016/02/18 by James.Golding UE-26663 Fix 'LOD For Collision' display name #rb thomas.sarkanen Change 2871730 on 2016/02/18 by James.Golding UE-26580 Make ECollisionEnabled a BlueprintType UE-25373 Add a MakeHitResult node #rb thomas.sarkanen Change 2871732 on 2016/02/18 by James.Golding UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API. #rb ori.cohen Change 2872022 on 2016/02/18 by Lukasz.Furman gameplay debugger refactor #ue4 Change 2872082 on 2016/02/18 by Lukasz.Furman enabled old gameplay debugger as default one for now it will be deprecated with next version after testing in game projects #ue4 Change 2872390 on 2016/02/18 by Aaron.McLeran OR-15041 (CPU) Hitches due to audio decompression on Windows 1) Moving ogg-vorbis file info parsing into a worker thread - stat dumphitches now shows the vorbis stuff totally gone 2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback #rb marc.audy Change 2872418 on 2016/02/18 by Mieszko.Zielinski Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4 #rb Lukasz.Furman Change 2872446 on 2016/02/18 by Aaron.McLeran Using cached value of ActualVolume in GetVolumeWeightedPriority Change 2872770 on 2016/02/18 by Aaron.McLeran QAGame testing content for audio testing. Going to create a folder with specific sub-system testing maps for audio Change 2873733 on 2016/02/19 by Jurre.deBaare - HLOD generated assets are now saved into a separate package instead of inside of the level asset #rb Ori.Cohen Change 2873828 on 2016/02/19 by Ori.Cohen Distributions that bake out no longer load in cooked build. #JIRA UE-27126 #rb Olaf.Piesche, Nick.Penwarden Change 2874623 on 2016/02/19 by Aaron.McLeran UE-27131 Support for changing sound class volumes dynamically - new BP function to override a sound mix sound class adjuster - cleanup of AudioDevice.h and AudioDevice.cpp - removing unnecessarily forward declares on various types - removing unnecessary spaces and (void) params, etc Change 2874922 on 2016/02/20 by Mieszko.Zielinski Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4 #jira OR-15292 #rb none Change 2875838 on 2016/02/22 by Benn.Gallagher [CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebugger.h"
#include "ISettingsModule.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerConfig.h"
#include "GameplayDebuggerExtension_Spectator.h"
#include "GameplayDebuggerExtension_HUD.h"
class FGameplayDebuggerModule : public IGameplayDebugger
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual void RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx) override;
virtual void UnregisterCategory(FName CategoryName) override;
virtual void NotifyCategoriesChanged() override;
virtual void RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate) override;
virtual void UnregisterExtension(FName ExtensionName) override;
virtual void NotifyExtensionsChanged() override;
AGameplayDebuggerPlayerManager& GetPlayerManager(UWorld* World);
void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS);
FGameplayDebuggerAddonManager AddonManager;
TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager>> PlayerManagers;
};
IMPLEMENT_MODULE(FGameplayDebuggerModule, GameplayDebugger)
void FGameplayDebuggerModule::StartupModule()
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized);
UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
if (SettingsCDO)
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger",
NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"),
NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."),
SettingsCDO);
}
if (SettingsCDO->bEnableExtension_GameHUD)
{
AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance));
}
if (SettingsCDO->bEnableExtension_Spectator)
{
AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance));
}
AddonManager.NotifyExtensionsChanged();
}
}
void FGameplayDebuggerModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
FWorldDelegates::OnPostWorldInitialization.RemoveAll(this);
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->UnregisterSettings("Project", "Engine", "GameplayDebugger");
}
}
void FGameplayDebuggerModule::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
{
AddonManager.RegisterCategory(CategoryName, MakeInstanceDelegate, CategoryState, SlotIdx);
}
void FGameplayDebuggerModule::UnregisterCategory(FName CategoryName)
{
AddonManager.UnregisterCategory(CategoryName);
}
void FGameplayDebuggerModule::NotifyCategoriesChanged()
{
AddonManager.NotifyCategoriesChanged();
}
void FGameplayDebuggerModule::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
{
AddonManager.RegisterExtension(ExtensionName, MakeInstanceDelegate);
}
void FGameplayDebuggerModule::UnregisterExtension(FName ExtensionName)
{
AddonManager.UnregisterExtension(ExtensionName);
}
void FGameplayDebuggerModule::NotifyExtensionsChanged()
{
AddonManager.NotifyExtensionsChanged();
}
FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent()
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.AddonManager;
}
AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World)
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.GetPlayerManager(World);
}
AGameplayDebuggerPlayerManager& FGameplayDebuggerModule::GetPlayerManager(UWorld* World)
{
const int32 PurgeInvalidWorldsSize = 5;
if (PlayerManagers.Num() > PurgeInvalidWorldsSize)
{
for (TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager> >::TIterator It(PlayerManagers); It; ++It)
{
if (!It.Key().IsValid())
{
It.RemoveCurrent();
}
else if (!It.Value().IsValid())
{
It.RemoveCurrent();
}
}
}
TWeakObjectPtr<AGameplayDebuggerPlayerManager> Manager = PlayerManagers.FindRef(World);
AGameplayDebuggerPlayerManager* ManagerOb = Manager.Get();
if (ManagerOb == nullptr)
{
ManagerOb = World->SpawnActor<AGameplayDebuggerPlayerManager>();
PlayerManagers.Add(World, ManagerOb);
}
check(ManagerOb);
return *ManagerOb;
}
void FGameplayDebuggerModule::OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS)
{
// make sure that world has valid player manager, create when it doesn't
if (World && World->IsGameWorld())
{
GetPlayerManager(World);
}
}
#else // !ENABLE_OLD_GAMEPLAY_DEBUGGER
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerPlayerManager.h"
FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent()
{
static FGameplayDebuggerAddonManager DummyManager;
return DummyManager;
}
AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World)
{
static AGameplayDebuggerPlayerManager DummyManager;
return DummyManager;
}
#endif // !ENABLE_OLD_GAMEPLAY_DEBUGGER