2016-01-07 08:17:16 -05:00
|
|
|
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
|
2015-03-13 08:26:18 -04:00
|
|
|
|
|
|
|
|
#include "HttpPrivatePCH.h"
|
|
|
|
|
|
|
|
|
|
#include "HttpRetrySystem.h"
|
|
|
|
|
|
2015-06-11 16:25:03 -04:00
|
|
|
FHttpRetrySystem::FRequest::FRequest(
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
FManager& InManager,
|
2015-06-11 16:25:03 -04:00
|
|
|
const TSharedRef<IHttpRequest>& HttpRequest,
|
|
|
|
|
const FHttpRetrySystem::FRetryLimitCountSetting& InRetryLimitCountOverride,
|
|
|
|
|
const FHttpRetrySystem::FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsOverride,
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
const FHttpRetrySystem::FRetryResponseCodes& InRetryResponseCodes
|
2015-06-11 16:25:03 -04:00
|
|
|
)
|
2015-03-13 08:26:18 -04:00
|
|
|
: FHttpRequestAdapterBase(HttpRequest)
|
|
|
|
|
, Status(FHttpRetrySystem::FRequest::EStatus::NotStarted)
|
|
|
|
|
, RetryLimitCountOverride(InRetryLimitCountOverride)
|
|
|
|
|
, RetryTimeoutRelativeSecondsOverride(InRetryTimeoutRelativeSecondsOverride)
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
, RetryResponseCodes(InRetryResponseCodes)
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
, RetryManager(InManager)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
// if the InRetryTimeoutRelativeSecondsOverride override is being used the value cannot be negative
|
|
|
|
|
check(!(InRetryTimeoutRelativeSecondsOverride.bUseValue) || (InRetryTimeoutRelativeSecondsOverride.Value >= 0.0));
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
bool FHttpRetrySystem::FRequest::ProcessRequest()
|
|
|
|
|
{
|
|
|
|
|
TSharedRef<FRequest> RetryRequest = StaticCastSharedRef<FRequest>(AsShared());
|
|
|
|
|
|
|
|
|
|
HttpRequest->OnRequestProgress().BindSP(RetryRequest, &FHttpRetrySystem::FRequest::HttpOnRequestProgress);
|
|
|
|
|
|
|
|
|
|
return RetryManager.ProcessRequest(RetryRequest);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FHttpRetrySystem::FRequest::CancelRequest()
|
|
|
|
|
{
|
|
|
|
|
TSharedRef<FRequest> RetryRequest = StaticCastSharedRef<FRequest>(AsShared());
|
|
|
|
|
|
|
|
|
|
RetryManager.CancelRequest(RetryRequest);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void FHttpRetrySystem::FRequest::HttpOnRequestProgress(FHttpRequestPtr InHttpRequest, int32 BytesSent, int32 BytesRcv)
|
|
|
|
|
{
|
|
|
|
|
OnRequestProgress().ExecuteIfBound(AsShared(), BytesSent, BytesRcv);
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
FHttpRetrySystem::FManager::FManager(const FRetryLimitCountSetting& InRetryLimitCountDefault, const FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsDefault)
|
2015-03-13 08:26:18 -04:00
|
|
|
: RandomFailureRate(FRandomFailureRateSetting::Unused())
|
|
|
|
|
, RetryLimitCountDefault(InRetryLimitCountDefault)
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
, RetryTimeoutRelativeSecondsDefault(InRetryTimeoutRelativeSecondsDefault)
|
2015-03-13 08:26:18 -04:00
|
|
|
{}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
TSharedRef<FHttpRetrySystem::FRequest> FHttpRetrySystem::FManager::CreateRequest(
|
|
|
|
|
const FRetryLimitCountSetting& InRetryLimitCountOverride,
|
|
|
|
|
const FRetryTimeoutRelativeSecondsSetting& InRetryTimeoutRelativeSecondsOverride,
|
|
|
|
|
const FRetryResponseCodes& InRetryResponseCodes)
|
|
|
|
|
{
|
|
|
|
|
return MakeShareable(new FRequest(
|
|
|
|
|
*this,
|
|
|
|
|
FHttpModule::Get().CreateRequest(),
|
|
|
|
|
InRetryLimitCountOverride,
|
|
|
|
|
InRetryTimeoutRelativeSecondsOverride,
|
|
|
|
|
InRetryResponseCodes
|
|
|
|
|
));
|
|
|
|
|
}
|
|
|
|
|
|
2015-03-13 08:26:18 -04:00
|
|
|
bool FHttpRetrySystem::FManager::ShouldRetry(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
|
|
|
|
|
{
|
|
|
|
|
bool bResult = false;
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
FHttpResponsePtr Response = HttpRetryRequestEntry.Request->GetResponse();
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
// invalid response means connection or network error but we need to know which one
|
|
|
|
|
if (!Response.IsValid())
|
|
|
|
|
{
|
|
|
|
|
// ONLY retry bad responses if they are connection errors (NOT protocol errors or unknown) otherwise request may be sent (and processed!) twice
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
EHttpRequestStatus::Type Status = HttpRetryRequestEntry.Request->GetStatus();
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
if (Status == EHttpRequestStatus::Failed_ConnectionError)
|
|
|
|
|
{
|
|
|
|
|
bResult = true;
|
|
|
|
|
}
|
|
|
|
|
else if (Status == EHttpRequestStatus::Failed)
|
|
|
|
|
{
|
|
|
|
|
// we will also allow retry for GET and HEAD requests even if they may duplicate on the server
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
FString Verb = HttpRetryRequestEntry.Request->GetVerb();
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
if (Verb == TEXT("GET") || Verb == TEXT("HEAD"))
|
|
|
|
|
{
|
|
|
|
|
bResult = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// this may be a successful response with one of the explicitly listed response codes we want to retry on
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
if (HttpRetryRequestEntry.Request->RetryResponseCodes.Contains(Response->GetResponseCode()))
|
Copying //UE4/Fortnite-Staging to //UE4/Main
#lockdown nick.penwarden
==========================
MAJOR FEATURES + CHANGES
==========================
Change 2806454 on 2015/12/16 by Bob.Tellez
#UE4 Getting crash reporting working again on linux servers. Since -Unattended is now being passed BEFORE the target folder, the cmd line parsing code was failing so now it parses tokens and switches in a more general way. Also, diagnostics.txt had the incorrect case, since the d is supposed to be capitolized and the crash report processor is case sensitive.
#rb Ben.Zeigler
#codereview Dmitry.Rekman
Change 2805502 on 2015/12/16 by Ben.Zeigler
#UE4 Move ValidateEnumProperties into ValidateGeneratedClass, it was happening too early in the generation process so was being called at an invalid time.
As a result of this ValidateEnumProperties will not be called correctly for compile on load blueprints, that issue is covered in UE-24569
#codereview mike.beach, bob.tellez
Change 2805288 on 2015/12/16 by David.Nikdel
#HTTP #HttpRetry
- Add new Failed_ConnectionError code to EHttpRequestStatus to distinguish between connection errors and protocol errors.
- Changed HTTP retry logic a little bit
* If a response was received, retry on service-specific explicit HTTP codes (defaults to empty)
* If a response was not received and we did not send a full request, automatically retry
* If a response was not received and a request may have been sent, retry if the verb is GET or HEAD (should be idempotent)
- Adjusted Curl/IOS/Mac/PS4/WinInet to try and distinguish Failed_ConnectionError where possible
* Other systems will default to Failed which is ok (ConnectionError is an opportunistic categorization)
* Opened a PS4 ticket to try to improve detection, but unfortunately there's no way (currently) to distinguish between send timeout, connection timeout, and receive timeout, the latter being the problematic case.
- Removed the concept of global/default HTTP retry status codes. No system has enough knowledge to set those globally.
* Individual requests still specify explicit "retryable" codes and McpServiceBase sets that on each request on a per-service basis
#RB: Sam.Zamani
#CodeReview: Sam.Zamani, Josh.Markiewicz, Alex.Fennell, Dmitry.Rekman, Sam.Spiro
#Fixes: FORT-17804
Change 2803864 on 2015/12/15 by Bob.Tellez
#UE4 Changed usage of !UE_SERVER to !IsRunningDedicatedServer in cases where we are preventing load attempts on UFonts. This is so running an editor build with -server works the same as running a cooked server.
#rb Dmitry.Rekman
#codereview Nick.Darnell
Change 2803677 on 2015/12/15 by Billy.Bramer
- Expose equality and inequality operators for gameplay attributes
#rb Todd.Eckert
Change 2802881 on 2015/12/14 by Bob.Tellez
#UE4 InheritableComponentHandler no longer keeps records for components that we are no longer inheriting.
#rb Phillip.Kavan, Maciej.Mroz
#codereview Phillip.Kavan, Maciej.Mroz
Change 2801636 on 2015/12/14 by Bob.Tellez
#UE4 Returning package insert order for non-imports back to being after those of matching priorities unconditionally since this is what you want even when you are not using the asset registry to preload packages.
#codereview Graeme.Thornton
Change 2800400 on 2015/12/11 by Jonathan.Lindquist
Submitting a new Pivot Painter Edition
- now renders to textures
- improved workflow
- greater capabilities
Change 2799579 on 2015/12/11 by John.Abercrombie
[AUTOMERGE]
Fixed EQS BP query wrappers getting GCed before wrapped query finishes #UE4
Fixes FORT-18649 - Patrols don't spawn consistently
- The patrol blueprint was waiting (endlessly) for an EQS query to finish but because the wrapper could be GC-ed while the EQS query was running the delegate would never fire
#rb me (this code was written by MieszkoZ)
(removed code review for integration of Mieszko.Zielinski, Phil.Cole, Dominic.Barile)
--------
Integrated using branch UE4-Fortnite-To-UE4-FortniteReleases/0.10 (reversed) of change#2799575 by John.Abercrombie on 2015/12/11 09:55:11.
Change 2799018 on 2015/12/10 by Bob.Tellez
#UE4 The asset registry tags stripped from cooked builds is now a blacklist by default that includes only the FiB tag. You can opt-in to using the whitelist by flipping the bUseAssetRegistryTagsWhitelistInsteadOfBlacklist flag.
#rb Fred.Kimberley
#codereview Peter.Knepley
Change 2798926 on 2015/12/10 by Bob.Tellez
#UE4 Removed some showflags from the list of "Fixed" showflags since they were actually in use at runtime in Fortnite in a scene capture.
#jira FORT-18514
#codereview Martin.Mittring
Change 2797758 on 2015/12/10 by Mark.Satterthwaite
Defer calls to AUGraphUpdate into FCoreAudioDevice::UpdateHardware - this call will synchronise the calling thread with the CoreAudio thread/run-loop so that the CoreAudio graph is safe to modify and this may incur a significant stall. This means it is far more efficient to amortise the cost of all changes to the graph with a single call. To ensure correctness the audio format conversion components are cached and disposed of after the call to AUGraphUpdate so that any existing operations on the CoreAudio thread are completed prior to disposal.
Change 2781204 on 2015/11/25 by Dmitry.Rekman
Linux: use jemalloc by default if available.
- Alleviates one of the reasons for player disconnect (FORT-18048), which was machines running OOM.
#rb Bob.Tellez
#codereview Bob.Tellez, Ben.Zeigler
Change 2779398 on 2015/11/24 by Mark.Satterthwaite
Switch the default graphics API on Mac back to OpenGL, but allow Metal to run with -metal (or -metalsm5 for experimental SM5 support).
2016-01-08 19:10:43 -05:00
|
|
|
{
|
|
|
|
|
bResult = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
2015-03-13 08:26:18 -04:00
|
|
|
|
|
|
|
|
return bResult;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FHttpRetrySystem::FManager::CanRetry(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
|
|
|
|
|
{
|
|
|
|
|
bool bResult = false;
|
|
|
|
|
|
|
|
|
|
bool bShouldTestCurrentRetryCount = false;
|
|
|
|
|
double RetryLimitCount = 0;
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
if (HttpRetryRequestEntry.Request->RetryLimitCountOverride.bUseValue)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
bShouldTestCurrentRetryCount = true;
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
RetryLimitCount = HttpRetryRequestEntry.Request->RetryLimitCountOverride.Value;
|
2015-03-13 08:26:18 -04:00
|
|
|
}
|
|
|
|
|
else if (RetryLimitCountDefault.bUseValue)
|
|
|
|
|
{
|
|
|
|
|
bShouldTestCurrentRetryCount = true;
|
|
|
|
|
RetryLimitCount = RetryLimitCountDefault.Value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bShouldTestCurrentRetryCount)
|
|
|
|
|
{
|
|
|
|
|
if (HttpRetryRequestEntry.CurrentRetryCount < RetryLimitCount)
|
|
|
|
|
{
|
|
|
|
|
bResult = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return bResult;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool FHttpRetrySystem::FManager::HasTimedOut(const FHttpRetryRequestEntry& HttpRetryRequestEntry, const double NowAbsoluteSeconds)
|
|
|
|
|
{
|
|
|
|
|
bool bResult = false;
|
|
|
|
|
|
|
|
|
|
bool bShouldTestRetryTimeout = false;
|
|
|
|
|
double RetryTimeoutAbsoluteSeconds = HttpRetryRequestEntry.RequestStartTimeAbsoluteSeconds;
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
if (HttpRetryRequestEntry.Request->RetryTimeoutRelativeSecondsOverride.bUseValue)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
bShouldTestRetryTimeout = true;
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
RetryTimeoutAbsoluteSeconds += HttpRetryRequestEntry.Request->RetryTimeoutRelativeSecondsOverride.Value;
|
2015-03-13 08:26:18 -04:00
|
|
|
}
|
|
|
|
|
else if (RetryTimeoutRelativeSecondsDefault.bUseValue)
|
|
|
|
|
{
|
|
|
|
|
bShouldTestRetryTimeout = true;
|
|
|
|
|
RetryTimeoutAbsoluteSeconds += RetryTimeoutRelativeSecondsDefault.Value;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bShouldTestRetryTimeout)
|
|
|
|
|
{
|
|
|
|
|
if (NowAbsoluteSeconds >= RetryTimeoutAbsoluteSeconds)
|
|
|
|
|
{
|
|
|
|
|
bResult = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return bResult;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float FHttpRetrySystem::FManager::GetLockoutPeriodSeconds(const FHttpRetryRequestEntry& HttpRetryRequestEntry)
|
|
|
|
|
{
|
|
|
|
|
float lockoutTime = 0.0f;
|
|
|
|
|
|
|
|
|
|
if(HttpRetryRequestEntry.CurrentRetryCount >= 1)
|
|
|
|
|
{
|
|
|
|
|
lockoutTime = 5.0f + 5.0f * ((HttpRetryRequestEntry.CurrentRetryCount - 1) >> 1);
|
|
|
|
|
lockoutTime = lockoutTime > 30.0f ? 30.0f : lockoutTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return lockoutTime;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static FRandomStream temp(4435261);
|
|
|
|
|
|
|
|
|
|
bool FHttpRetrySystem::FManager::Update(uint32* FileCount, uint32* FailingCount, uint32* FailedCount, uint32* CompletedCount)
|
|
|
|
|
{
|
|
|
|
|
bool bIsGreen = true;
|
|
|
|
|
|
|
|
|
|
if (FileCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
*FileCount = RequestList.Num();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const double NowAbsoluteSeconds = FPlatformTime::Seconds();
|
|
|
|
|
|
|
|
|
|
// Basic algorithm
|
|
|
|
|
// for each managed item
|
|
|
|
|
// if the item hasn't timed out
|
|
|
|
|
// if the item's retry state is NotStarted
|
|
|
|
|
// if the item's request's state is not NotStarted
|
|
|
|
|
// move the item's retry state to Processing
|
|
|
|
|
// endif
|
|
|
|
|
// endif
|
|
|
|
|
// if the item's retry state is Processing
|
|
|
|
|
// if the item's request's state is Failed
|
|
|
|
|
// flag return code to false
|
|
|
|
|
// if the item can be retried
|
|
|
|
|
// increment FailingCount if applicable
|
|
|
|
|
// retry the item's request
|
|
|
|
|
// increment the item's retry count
|
|
|
|
|
// else
|
|
|
|
|
// increment FailedCount if applicable
|
|
|
|
|
// set the item's retry state to FailedRetry
|
|
|
|
|
// endif
|
|
|
|
|
// else if the item's request's state is Succeeded
|
|
|
|
|
// endif
|
|
|
|
|
// endif
|
|
|
|
|
// else
|
|
|
|
|
// flag return code to false
|
|
|
|
|
// set the item's retry state to FailedTimeout
|
|
|
|
|
// increment FailedCount if applicable
|
|
|
|
|
// endif
|
|
|
|
|
// if the item's retry state is FailedRetry
|
|
|
|
|
// do stuff
|
|
|
|
|
// endif
|
|
|
|
|
// if the item's retry state is FailedTimeout
|
|
|
|
|
// do stuff
|
|
|
|
|
// endif
|
|
|
|
|
// if the item's retry state is Succeeded
|
|
|
|
|
// do stuff
|
|
|
|
|
// endif
|
|
|
|
|
// endfor
|
|
|
|
|
|
|
|
|
|
int32 index = 0;
|
|
|
|
|
while (index < RequestList.Num())
|
|
|
|
|
{
|
|
|
|
|
FHttpRetryRequestEntry& HttpRetryRequestEntry = RequestList[index];
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest = HttpRetryRequestEntry.Request;
|
2015-03-13 08:26:18 -04:00
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
EHttpRequestStatus::Type RequestStatus = HttpRetryRequest->GetStatus();
|
2015-03-13 08:26:18 -04:00
|
|
|
|
|
|
|
|
if (!HasTimedOut(HttpRetryRequestEntry, NowAbsoluteSeconds))
|
|
|
|
|
{
|
|
|
|
|
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::NotStarted)
|
|
|
|
|
{
|
|
|
|
|
if (RequestStatus != EHttpRequestStatus::NotStarted)
|
|
|
|
|
{
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Processing;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Processing)
|
|
|
|
|
{
|
|
|
|
|
bool forceFail = false;
|
|
|
|
|
|
|
|
|
|
// Code to simulate request failure
|
|
|
|
|
if (RequestStatus == EHttpRequestStatus::Succeeded && RandomFailureRate.bUseValue)
|
|
|
|
|
{
|
|
|
|
|
float random = temp.GetFraction();
|
|
|
|
|
if (random < RandomFailureRate.Value)
|
|
|
|
|
{
|
|
|
|
|
forceFail = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2015-08-05 15:54:57 -04:00
|
|
|
// Save these for failure case retry checks if we hit a completion state
|
|
|
|
|
bool bShouldRetry = false;
|
|
|
|
|
bool bCanRetry = false;
|
2016-01-28 16:03:26 -05:00
|
|
|
if (RequestStatus == EHttpRequestStatus::Failed || RequestStatus == EHttpRequestStatus::Failed_ConnectionError || RequestStatus == EHttpRequestStatus::Succeeded)
|
2015-08-05 15:54:57 -04:00
|
|
|
{
|
|
|
|
|
bShouldRetry = ShouldRetry(HttpRetryRequestEntry);
|
|
|
|
|
bCanRetry = CanRetry(HttpRetryRequestEntry);
|
|
|
|
|
}
|
|
|
|
|
|
2016-01-28 16:03:26 -05:00
|
|
|
if (RequestStatus == EHttpRequestStatus::Failed || RequestStatus == EHttpRequestStatus::Failed_ConnectionError || forceFail || (bShouldRetry && bCanRetry))
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
bIsGreen = false;
|
|
|
|
|
if(HttpRetryRequestEntry.bShouldCancel == false)
|
|
|
|
|
{
|
2015-08-05 15:54:57 -04:00
|
|
|
if (forceFail || (bShouldRetry && bCanRetry))
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
float lockoutPeriod = GetLockoutPeriodSeconds(HttpRetryRequestEntry);
|
|
|
|
|
|
|
|
|
|
if(lockoutPeriod > 0.0f)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Lockout of %fs on %s"), lockoutPeriod, *(HttpRetryRequest->GetURL()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
HttpRetryRequestEntry.LockoutEndTimeAbsoluteSeconds = NowAbsoluteSeconds + lockoutPeriod;
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::ProcessingLockout;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Retry exhausted on %s"), *(HttpRetryRequest->GetURL()));
|
|
|
|
|
if (FailedCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
++(*FailedCount);
|
|
|
|
|
}
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::FailedRetry;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Request cancelled on %s"), *(HttpRetryRequest->GetURL()));
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Cancelled;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else if (RequestStatus == EHttpRequestStatus::Succeeded)
|
|
|
|
|
{
|
|
|
|
|
if (HttpRetryRequestEntry.CurrentRetryCount > 0)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Success on %s"), *(HttpRetryRequest->GetURL()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (CompletedCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
++(*CompletedCount);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::Succeeded;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::ProcessingLockout)
|
|
|
|
|
{
|
|
|
|
|
if (NowAbsoluteSeconds >= HttpRetryRequestEntry.LockoutEndTimeAbsoluteSeconds)
|
|
|
|
|
{
|
|
|
|
|
// if this fails the HttpRequest's state will be failed which will cause the retry logic to kick(as expected)
|
|
|
|
|
bool success = HttpRetryRequest->HttpRequest->ProcessRequest();
|
|
|
|
|
if (success)
|
|
|
|
|
{
|
|
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Retry %d on %s"), HttpRetryRequestEntry.CurrentRetryCount + 1, *(HttpRetryRequest->GetURL()));
|
|
|
|
|
|
|
|
|
|
++HttpRetryRequestEntry.CurrentRetryCount;
|
|
|
|
|
HttpRetryRequest->Status = FRequest::EStatus::Processing;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (FailingCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
++(*FailingCount);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
2015-11-09 19:35:15 -05:00
|
|
|
UE_LOG(LogHttp, Warning, TEXT("Timeout on retry %d: %s"), HttpRetryRequestEntry.CurrentRetryCount + 1, *(HttpRetryRequest->GetURL()));
|
2015-03-13 08:26:18 -04:00
|
|
|
bIsGreen = false;
|
|
|
|
|
HttpRetryRequest->Status = FHttpRetrySystem::FRequest::EStatus::FailedTimeout;
|
|
|
|
|
if (FailedCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
++(*FailedCount);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool bWasCompleted = false;
|
|
|
|
|
bool bWasSuccessful = false;
|
|
|
|
|
|
|
|
|
|
if (HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Cancelled ||
|
|
|
|
|
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::FailedRetry ||
|
|
|
|
|
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::FailedTimeout ||
|
|
|
|
|
HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Succeeded)
|
|
|
|
|
{
|
|
|
|
|
bWasCompleted = true;
|
|
|
|
|
bWasSuccessful = HttpRetryRequest->Status == FHttpRetrySystem::FRequest::EStatus::Succeeded;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bWasCompleted)
|
|
|
|
|
{
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
HttpRetryRequest->OnProcessRequestComplete().ExecuteIfBound(HttpRetryRequest, HttpRetryRequest->GetResponse(), bWasSuccessful);
|
2015-03-13 08:26:18 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(bWasSuccessful)
|
|
|
|
|
{
|
|
|
|
|
if(CompletedCount != nullptr)
|
|
|
|
|
{
|
|
|
|
|
++(*CompletedCount);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bWasCompleted)
|
|
|
|
|
{
|
|
|
|
|
RequestList.RemoveAtSwap(index);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
++index;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return bIsGreen;
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
FHttpRetrySystem::FManager::FHttpRetryRequestEntry::FHttpRetryRequestEntry(TSharedRef<FHttpRetrySystem::FRequest>& InRequest)
|
2015-03-13 08:26:18 -04:00
|
|
|
: bShouldCancel(false)
|
|
|
|
|
, CurrentRetryCount(0)
|
2015-11-09 19:35:15 -05:00
|
|
|
, RequestStartTimeAbsoluteSeconds(FPlatformTime::Seconds())
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
, Request(InRequest)
|
2015-03-13 08:26:18 -04:00
|
|
|
{}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
bool FHttpRetrySystem::FManager::ProcessRequest(TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
bool bResult = HttpRetryRequest->HttpRequest->ProcessRequest();
|
2015-03-13 08:26:18 -04:00
|
|
|
|
|
|
|
|
if (bResult)
|
|
|
|
|
{
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
RequestList.Add(FHttpRetryRequestEntry(HttpRetryRequest));
|
2015-03-13 08:26:18 -04:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return bResult;
|
|
|
|
|
}
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
void FHttpRetrySystem::FManager::CancelRequest(TSharedRef<FHttpRetrySystem::FRequest>& HttpRetryRequest)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
for (int32 i = 0; i < RequestList.Num(); ++i)
|
|
|
|
|
{
|
|
|
|
|
FHttpRetryRequestEntry& EntryRef = RequestList[i];
|
|
|
|
|
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
if (EntryRef.Request == HttpRetryRequest)
|
2015-03-13 08:26:18 -04:00
|
|
|
{
|
|
|
|
|
EntryRef.bShouldCancel = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
Copying //UE4/Orion-Staging to //UE4/Main (Origin: //Orion/Dev-General @ 2879808)
==========================
MAJOR FEATURES + CHANGES
==========================
#lockdown Nick.Penwarden
Change 2879705 on 2016/02/24 by Nick.Darnell
Editor - Tweaking some comments.
#tests n/a
#rb n/a
Change 2879674 on 2016/02/24 by Nick.Darnell
Editor - The editor now supports many new methods of opening new asset editors. You can choose where tabs open with a great deal more options in Editor Preferences > Appearance > Asset Editor Open Location. This will reset the 'always open asset editors in new windows' option, it completely replaces and enchances that option.
#tests Ran the editor, tried each option and they all seem to do what I want.
#rb matt.kuhlenschmidt
Change 2879661 on 2016/02/24 by Jamie.Dale
More general fixes for dialogue waves
- The localization key now uses a hash of the speaker and target voice GUIDs to help keep them short.
- The localization key can now be user customized, and contains a placeholder format specifier for the context hash.
- The "Variations" meta-data is now called "Context".
#rb James.Hopkin
#tests Built for Windows, Linux, and PS4. Tested a loc gather and export had the correct info in it. Tested the new UI worked as expected.
Change 2879436 on 2016/02/24 by Nicholas.Davies
A few bug fixes for blocking PS4 > PC chat
#jira OR-15467 Disable Paragon chat on PS4 for users outside of the game
#RB Antony.Carter
#codereview Sam.Zamani
#TESTS PS4 whispers to and from none Paragon PC users is blocked.
Change 2878929 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge Main to reconcile 0.20 branch creation
#RB:none
#Tests:none
Change 2878600 on 2016/02/23 by Dmitry.Rekman
Linux: added code to identify CPU for FPSCharts (OR-14949).
#rb none
#tests Ran dedicated server on local VM and a few physical boxes.
Change 2878443 on 2016/02/23 by Marcus.Wassmer
Fix game not ticking when PS button is pressed.
#rb andrew.grant
#test golden path ps4
Change 2878361 on 2016/02/23 by Josh.Markiewicz
#UE4 - fixed bad comment
#rb none
#tests none
Change 2878205 on 2016/02/23 by Jason.Bestimt
#ORION_DEV - Merge main (0.19) at CL# 2878162
#Tests:none
#RB:none
Change 2878095 on 2016/02/23 by Josh.Markiewicz
#UE4 - added warnings to json mcp read/write failures
- removed HostAddressOverride parameter (use -uselocalips and -multihome together instead)
#rb none
#tests matchmaking golden path
Change 2878002 on 2016/02/23 by Josh.Markiewicz
#UE4 - made two party framework functions virtual
#rb none
#tests none
Change 2877998 on 2016/02/23 by Josh.Markiewicz
#Ue4 - Party interface can optionally enable/disable creating a chat room alongside the party (defaults to enabled)
#rb rob.cannaday
#tests social/team parties golden path
#codereview rob.cannaday
Change 2877822 on 2016/02/23 by Olaf.Piesche
speculative fix for OR-15710
#rb david.hill
#tests PC game
Change 2877804 on 2016/02/23 by Uriel.Doyon
Fixed ULevel::AddReferencedObjects clearing all references to static texture streaming data
#codereview robert.manuszewski
#rb marcus.wassmer
#tests played several games on PC, also doing rejoin
#jira OR-15658
Change 2877692 on 2016/02/23 by Jamie.Dale
Added commandlet to replace sound wave players in sound cues with dialogue wave players where appropriate
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877691 on 2016/02/23 by Jamie.Dale
Added commandlet to extract out the information from our character sheets and put it into the correct dialogue waves
#rb Saul.Abreu
#tests Built for Windows, Linux, and PS4. Tested the commandlet.
Change 2877690 on 2016/02/23 by Jamie.Dale
General dialogue wave fixes
[CL 2881965 by Andrew Grant in Main branch]
2016-02-25 15:13:33 -05:00
|
|
|
HttpRetryRequest->HttpRequest->CancelRequest();
|
2015-03-13 08:26:18 -04:00
|
|
|
}
|