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* Ran IWYU on all cpp files. Re-running IWYU will cause a few breaking changes so will handle that in a separate change #preflight 63a1fa7c2540a78d27beadb5 #rb none [CL 23551816 by henrik karlsson in ue5-main branch]
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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SmokeTestCommandlet.cpp: Commandled used for smoke testing.
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=============================================================================*/
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#include "Commandlets/SmokeTestCommandlet.h"
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#include "Misc/AutomationTest.h"
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#include "Misc/App.h"
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#include "Engine/Engine.h"
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#include UE_INLINE_GENERATED_CPP_BY_NAME(SmokeTestCommandlet)
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USmokeTestCommandlet::USmokeTestCommandlet(const FObjectInitializer& ObjectInitializer)
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: Super(ObjectInitializer)
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{
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IsClient = false;
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IsEditor = false;
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LogToConsole = true;
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}
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int32 USmokeTestCommandlet::Main( const FString& Params )
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{
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const TCHAR* Parms = *Params;
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RequestEngineExit(TEXT("SmokeTestCommandlet Main")); // so CTRL-C will exit immediately
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bool bAllSuccessful = FAutomationTestFramework::Get().RunSmokeTests();
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return bAllSuccessful ? 0 : 1;
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}
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(FRunServer, "System.Core.Misc.Run Server", EAutomationTestFlags::CommandletContext | EAutomationTestFlags::SmokeFilter)
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bool FRunServer::RunTest(const FString& Parameters)
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{
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// put various smoke test testing code in here before moving off to their
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// own commandlet
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if( GEngine && IsRunningDedicatedServer() )
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{
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// Update FApp::CurrentTime / FApp::DeltaTime while taking into account max tick rate.
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GEngine->UpdateTimeAndHandleMaxTickRate();
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// Tick the engine.
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GEngine->Tick( FApp::GetDeltaTime(), false );
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}
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return true;
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}
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