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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
106 lines
2.9 KiB
C++
106 lines
2.9 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "Engine/EngineTypes.h"
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#include "GameFramework/Actor.h"
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#include "FunctionalTest.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "FunctionalTestingManager.generated.h"
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class IMessageLogListing;
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namespace FFunctionalTesting
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{
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extern const TCHAR* ReproStringTestSeparator;
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extern const TCHAR* ReproStringParamsSeparator;
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}
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UCLASS(BlueprintType, MinimalAPI)
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class UFunctionalTestingManager : public UBlueprintFunctionLibrary
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{
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GENERATED_UCLASS_BODY()
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UPROPERTY(Transient)
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TArray<class AFunctionalTest*> TestsLeft;
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UPROPERTY(Transient)
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TArray<class AFunctionalTest*> AllTests;
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnSetupTests;
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestsComplete;
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestsBegin;
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/**
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* Triggers in sequence all functional tests found on the level.
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* @return true if any tests have been triggered
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*/
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UFUNCTION(BlueprintCallable, Category="FunctionalTesting", meta=(WorldContext="WorldContext", CallableWithoutWorldContext ) )
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static bool RunAllFunctionalTests(UObject* WorldContext, bool bNewLog = true, bool bRunLooped = false, bool bWaitForNavigationBuildFinish = true, FString FailedTestsReproString = TEXT(""));
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bool IsRunning() const { return bIsRunning; }
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bool IsFinished() const { return bFinished; }
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bool IsLooped() const { return bLooped; }
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void SetLooped(const bool bNewLooped) { bLooped = bNewLooped; }
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void TickMe(float DeltaTime);
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private:
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void LogMessage(const FString& MessageString, TSharedPtr<IMessageLogListing> LogListing = NULL);
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protected:
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static UFunctionalTestingManager* GetManager(UObject* WorldContext);
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void TriggerFirstValidTest();
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void SetUpTests();
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void OnTestDone(class AFunctionalTest* FTest);
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bool RunFirstValidTest();
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void NotifyTestDone(class AFunctionalTest* FTest);
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void SetReproString(FString ReproString);
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void AllTestsDone();
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void OnWorldCleanedUp(UWorld* World, bool bSessionEnded, bool bCleanupResources);
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virtual UWorld* GetWorld() const override;
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bool bIsRunning;
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bool bFinished;
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bool bLooped;
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bool bWaitForNavigationBuildFinish;
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bool bInitialDelayApplied;
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uint32 CurrentIteration;
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FFunctionalTestDoneSignature TestFinishedObserver;
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//FString GatheredFailedTestsReproString;
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FString StartingReproString;
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TArray<FString> TestReproStrings;
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private:
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FTimerHandle TriggerFirstValidTestTimerHandle;
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};
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UCLASS(abstract, Blueprintable, MinimalAPI)
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class APhasedAutomationActorBase : public AActor
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{
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GENERATED_BODY()
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public:
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UFUNCTION(BlueprintImplementableEvent, Category = "Automation")
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void OnFunctionalTestingComplete();
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UFUNCTION(BlueprintImplementableEvent, Category = "Automation")
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void OnFunctionalTestingBegin();
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};
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