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Usage of MessageLog in non-ui threads is tricky and need to be carefully managed to avoid flushing memory on the wrong thread. With this change direct usage of MessageLog in the analysis engine is removed and replaced with a callback system which allows the user of TraceAnalysis to implement display of the messages themselves. In the case of InsightsManager this means queuing up the messages in analysis session and regularly polled from the UI thread. #rb ionut.matasaru #jira UE-185528 [CL 26086861 by Johan Berg in ue5-main branch]
34 lines
878 B
C++
34 lines
878 B
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "Processor.h"
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#include "Trace/Analysis.h"
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namespace UE {
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namespace Trace {
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////////////////////////////////////////////////////////////////////////////////
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void FAnalysisContext::AddAnalyzer(IAnalyzer& Analyzer)
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{
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Analyzers.Add(&Analyzer);
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}
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////////////////////////////////////////////////////////////////////////////////
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void FAnalysisContext::SetMessageDelegate(FMessageDelegate Delegate)
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{
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OnMessage = Delegate;
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}
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////////////////////////////////////////////////////////////////////////////////
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FAnalysisProcessor FAnalysisContext::Process(IInDataStream& DataStream)
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{
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FAnalysisProcessor Processor;
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if (Analyzers.Num() > 0)
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{
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Processor.Impl = new FAnalysisProcessor::FImpl(DataStream, MoveTemp(Analyzers), MoveTemp(OnMessage));
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}
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return MoveTemp(Processor);
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}
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} // namespace Trace
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} // namespace UE
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