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Mergine engine changes to //UE4/Main @ 2748007
[CL 2748770 by Nick Penwarden in Main branch]
This commit is contained in:
committed by
Nick.Penwarden@epicgames.com
parent
125b69e469
commit
4ccf8be305
@@ -87,6 +87,8 @@ bool UFunctionalTestingManager::RunAllFunctionalTests(UObject* WorldContext, boo
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UE_LOG(LogFunctionalTest, Warning, TEXT("Functional tests are already running, aborting."));
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return true;
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}
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WorldContext->GetWorld()->ForceGarbageCollection(true);
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Manager->bFinished = false;
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Manager->bLooped = bRunLooped;
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@@ -105,6 +107,12 @@ bool UFunctionalTestingManager::RunAllFunctionalTests(UObject* WorldContext, boo
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}
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else
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{
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for (TActorIterator<APhasedAutomationActorBase> It(WorldContext->GetWorld()); It; ++It)
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{
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APhasedAutomationActorBase* PAA = (*It);
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Manager->OnTestsComplete.AddDynamic(PAA, &APhasedAutomationActorBase::OnFunctionalTestingComplete);
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}
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for (TActorIterator<AFunctionalTest> It(WorldContext->GetWorld()); It; ++It)
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{
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AFunctionalTest* Test = (*It);
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@@ -210,12 +218,21 @@ void UFunctionalTestingManager::NotifyTestDone(AFunctionalTest* FTest)
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if (FTest->OnWantsReRunCheck() == false && FTest->WantsToRunAgain() == false)
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{
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TestsLeft.RemoveSingle(FTest);
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/*if (bDiscardSuccessfulTests && FTest->IsSuccessful())
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//We can also do named reruns. These are lower priority than those triggered above.
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//These names can be querried by phases to alter behviour in re-runs.
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if (FTest->RerunCauses.Num() > 0)
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{
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FTest->CurrentRerunCause = FTest->RerunCauses.Pop();
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}
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else
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{
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TestsLeft.RemoveSingle(FTest);
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/*if (bDiscardSuccessfulTests && FTest->IsSuccessful())
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{
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AllTests.RemoveSingle(FTest);
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}*/
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FTest->CleanUp();
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}*/
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FTest->CleanUp();
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}
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}
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if (TestsLeft.Num() > 0 || TestReproStrings.Num() > 0)
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@@ -259,6 +276,7 @@ void UFunctionalTestingManager::AllTestsDone()
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}
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else
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{
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OnTestsComplete.Broadcast();
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bFinished = true;
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UE_LOG(LogFunctionalTest, Log, TEXT("DONE."));
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RemoveFromRoot();
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