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minor renaming of global vars to avoid name clashes in unity builds
#preflight 6398644535203bc7aa5b5a5f [CL 23490003 by Andriy Tylychko in ue5-main branch]
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@@ -80,8 +80,8 @@ namespace UE
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#endif
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};
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static FStallDetectorRunnable* Runnable = nullptr;
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static FRunnableThread* Thread = nullptr;
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static FStallDetectorRunnable* StallDetectorRunnable = nullptr;
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static FRunnableThread* StallDetectorThread = nullptr;
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}
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UE::FStallDetectorRunnable::FStallDetectorRunnable()
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@@ -554,7 +554,7 @@ double UE::FStallDetector::Seconds()
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if (FStallDetector::IsRunning())
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{
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#if STALL_DETECTOR_HEART_BEAT_CLOCK
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Result = Runnable->GetClock().Seconds();
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Result = StallDetectorRunnable->GetClock().Seconds();
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#else
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Result = FPlatformTime::Seconds();
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#endif
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@@ -589,17 +589,17 @@ void UE::FStallDetector::Startup()
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check(FPlatformTime::GetSecondsPerCycle() > 0.0);
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// Cannot be a global due to clock member
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Runnable = new FStallDetectorRunnable();
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StallDetectorRunnable = new FStallDetectorRunnable();
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if (FPlatformProcess::SupportsMultithreading())
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{
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if (Thread == nullptr)
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if (StallDetectorThread == nullptr)
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{
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Thread = FRunnableThread::Create(Runnable, TEXT("StallDetectorThread"));
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check(Thread);
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StallDetectorThread = FRunnableThread::Create(StallDetectorRunnable, TEXT("StallDetectorThread"));
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check(StallDetectorThread);
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// Poll until we have ticked the clock
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while (!Runnable->GetStartedThread())
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while (!StallDetectorRunnable->GetStartedThread())
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{
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FPlatformProcess::YieldThread();
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}
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@@ -616,11 +616,11 @@ void UE::FStallDetector::Shutdown()
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{
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UE_LOG(LogStall, Log, TEXT("Shutdown..."));
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delete Thread;
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Thread = nullptr;
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delete StallDetectorThread;
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StallDetectorThread = nullptr;
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delete Runnable;
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Runnable = nullptr;
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delete StallDetectorRunnable;
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StallDetectorRunnable = nullptr;
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UE_LOG(LogStall, Log, TEXT("Shutdown complete."));
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}
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