Files
UnrealEngineUWP/Engine/Source/Runtime/CoreUObject/Tests/ObjectRefTrackingTestBase.h
joe pribele e39d3ce7ef changed ObjectHandleTracking to use Functions instead of delegates as the performance of delegate is poor
https://p4-swarm.epicgames.net/reviews/23751084

#rb zousar.shaker
#preflight 63c9ae14d45afa2a8fc37d9d

[CL 23781117 by joe pribele in ue5-main branch]
2023-01-19 16:34:29 -05:00

126 lines
3.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#if WITH_LOW_LEVEL_TESTS
#include "TestHarness.h"
#include "CoreMinimal.h"
#include "UObject/ObjectHandle.h"
#include "Misc/ScopeLock.h"
#if UE_WITH_OBJECT_HANDLE_LATE_RESOLVE
inline FObjectHandle MakeUnresolvedHandle(const UObject* Obj)
{
UE::CoreUObject::Private::FPackedObjectRef PackedObjectRef = UE::CoreUObject::Private::MakePackedObjectRef(Obj);
return { PackedObjectRef.EncodedRef };
}
#endif
class FObjectRefTrackingTestBase
{
public:
uint32 GetNumResolves() const { return NumResolves; }
uint32 GetNumFailedResolves() const { return NumFailedResolves; }
uint32 GetNumReads() const { return NumReads; }
struct FSnapshotObjectRefMetrics
{
public:
FSnapshotObjectRefMetrics(FObjectRefTrackingTestBase& InTest)
: Test(InTest)
, OriginalNumResolves(Test.GetNumResolves())
, OriginalNumFailedResolves(Test.GetNumFailedResolves())
, OriginalNumReads(Test.GetNumReads())
{
Test.ConditionalInstallCallbacks();
}
void TestNumResolves(const TCHAR* What, uint32 ExpectedDelta)
{
#if UE_WITH_OBJECT_HANDLE_TRACKING
TEST_EQUAL(What, OriginalNumResolves + ExpectedDelta, Test.GetNumResolves());
#endif
}
void TestNumFailedResolves(const TCHAR* What, uint32 ExpectedDelta)
{
#if UE_WITH_OBJECT_HANDLE_TRACKING
TEST_EQUAL(What, OriginalNumFailedResolves + ExpectedDelta, Test.GetNumFailedResolves());
#endif
}
void TestNumReads(const TCHAR* What, uint32 ExpectedDelta, bool bAllowAdditionalReads = false)
{
#if UE_WITH_OBJECT_HANDLE_TRACKING
bool bValue = false;
if (bAllowAdditionalReads)
{
INFO(What);
CHECK(Test.GetNumReads() >= OriginalNumReads + ExpectedDelta);
}
else
{
bValue = OriginalNumReads + ExpectedDelta == Test.GetNumReads();
TEST_TRUE(What, bValue);
}
#endif
}
private:
FObjectRefTrackingTestBase& Test;
uint32 OriginalNumResolves;
uint32 OriginalNumFailedResolves;
uint32 OriginalNumReads;
};
private:
#if UE_WITH_OBJECT_HANDLE_TRACKING
static void OnRefResolved(const FObjectRef& ObjectRef, UPackage* Pkg, UObject* Obj)
{
NumResolves++;
if (!ObjectRef.IsNull() && !Obj)
{
NumFailedResolves++;
}
}
static void OnRefRead(UObject* Obj)
{
NumReads++;
}
#endif
static void ConditionalInstallCallbacks()
{
static bool bCallbacksInstalled = false;
static FCriticalSection CallbackInstallationLock;
if (bCallbacksInstalled)
{
return;
}
FScopeLock ScopeLock(&CallbackInstallationLock);
if (!bCallbacksInstalled)
{
#if UE_WITH_OBJECT_HANDLE_TRACKING
ResolvedCallbackHandle = UE::CoreUObject::AddObjectHandleReferenceResolvedCallback(OnRefResolved);
HandleReadCallbackHandle = UE::CoreUObject::AddObjectHandleReadCallback(OnRefRead);
// TODO We should unhook these handles somewhere, but i don't want to refactor the test, it's not as if they were
// being unhooked before. So...
#endif
bCallbacksInstalled = true;
}
}
#if UE_WITH_OBJECT_HANDLE_TRACKING
static UE::CoreUObject::FObjectHandleTrackingCallbackId ResolvedCallbackHandle;
static UE::CoreUObject::FObjectHandleTrackingCallbackId HandleReadCallbackHandle;
#endif
static thread_local uint32 NumResolves;
static thread_local uint32 NumFailedResolves;
static thread_local uint32 NumReads;
};
#endif