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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change3152124on 2016/10/05 by Jamie.Dale Fixed SOutputLog filter not handling OnTextCommitted Change 3152255 on 2016/10/05 by Michael.Dupuis #jira UE-28173 Support \" properly in FName Change 3152273 on 2016/10/05 by Nick.Darnell Core - The module manager is now thread safer, we had a critical section around the internal module list - but we were incrementing/decrementing shared pointers to module data shared pointers that were not thread safe outside of the critical section. Ran into a crash working on some heavily threaded code in automation. Change 3152314 on 2016/10/05 by Nick.Darnell Automation - Continued work to rough out the automation workflow for screenshot. Still lots of work remaining, but it appears the basic of approving images might be working as of this CL. Change 3152316 on 2016/10/05 by Michael.Dupuis #jira UE-30346 Update selection when in tree view mode Change 3152317 on 2016/10/05 by Nick.Darnell Automation - Adding some test shots to compare against to EngineTest for screenshot approval. Change 3152319 on 2016/10/05 by Michael.Dupuis #jira UE-29817 StringAssetReference will now only open an Asset picker (not actor picker) as the goal is to reference an asset Change 3152521 on 2016/10/05 by Nick.Darnell Automation - Fixing some issues with where it reads the screenshot compare rules. Change 3152536 on 2016/10/05 by Alexis.Matte Fix FBX automation test. - Make sure the fbx test can avoid automatic detection of the mesh type - Avoid to log the warning when the importer set the material usage after creating a material for skeletalmesh. Change 3152572 on 2016/10/05 by Nick.Darnell Automation - The GameProjectAutomationTests now do some pre-run house cleaning to make sure the project doesn't already exist, and tries to remove it if it was created previously but not deleted. Change 3152591 on 2016/10/05 by Nick.Darnell Automation - Changing the game project errors to be errors. Change 3153115 on 2016/10/06 by Jamie.Dale Removed superflous padding when SPropertyEditorAsset had no buttons Change 3153215 on 2016/10/06 by Michael.Dupuis Fixed build warning Change 3153248 on 2016/10/06 by Nick.Darnell Automation - Working on solving projects not being generated, suspect UBT isn't built or isn't available. Change 3153255 on 2016/10/06 by Nick.Darnell PR #2835: Fix TestEqual AddError Message in FAutomationTestBase (Contributed by dorgonman) #jira UE-36922 Change 3153300 on 2016/10/06 by Nick.Darnell Automation - Enabled verbose logging to automation build farm. Change 3153343 on 2016/10/06 by Matt.Kuhlenschmidt PR #2825: More project launcher progress improvements (Contributed by projectgheist) Change 3153506 on 2016/10/06 by Gareth.Martin Fixed crash trying to edit landscape with r.LightPropagationVolume=1 enabled #jira UE-36933 Change 3153752 on 2016/10/06 by tim.gautier Add toggle button to UMG_Behavior. Set Level Blueprint for TM-UMG to AllWidget Change 3153763 on 2016/10/06 by Nick.Darnell Automation - Disable verbose logging. Change 3153778 on 2016/10/06 by Nick.Darnell PR #2837: Fixed engine compilation with defined LOG_SLATE_EVENTS (Contributed by Pierdek) #jira UE-36940 Change 3153943 on 2016/10/06 by Nick.Darnell Automation - Disabling some broken tests. Change 3154035 on 2016/10/06 by Nick.Darnell Automation - Fixing re-runs for tests that want them. Previously this wasn't working for any test that was run using the Reprostring method of being executed. Change 3154039 on 2016/10/06 by Nick.Darnell Automation - Updating some test assets in the EngineTest project. Change 3154476 on 2016/10/07 by Richard.TalbotWatkin Fix to regression where vertex color view in Mesh Paint Mode no longer worked correctly. We now allow selected static meshes to go down the dynamic path if VertexColors show mode is active. #jira UE-36772 - Selecting a channel in Vertex Paint mode does not show the channel color Change 3154650 on 2016/10/07 by Alexis.Matte Add new front axis facing X option to fbx importer Change 3154785 on 2016/10/07 by Nick.Darnell Automation - Continued work on automation, ripping out the message bus from the screenshot manager, that's causing the screenshot manager to recieve shots from every machine ever running tests. The Automation Controller is now in charge, and will tell the screenshot manager whatever it needs. Change 3155131 on 2016/10/07 by Michael.Dupuis #jira UE-36509 Do not disabled inverse filter when doing a sync to asset Change 3155141 on 2016/10/07 by Michael.Dupuis #jira UE-36056 Do not open the Actor Picker if we're working on an archetype object Change 3155262 on 2016/10/07 by Michael.Dupuis #jira UE-19737 reset ctrl key when resetting state to None Change 3156326 on 2016/10/09 by Matt.Kuhlenschmidt Fixed crash when asset picker is used without a property editor (usually a heavily customized property). Change 3156473 on 2016/10/10 by Richard.TalbotWatkin Attempt to make geometry render / rebuild more robust in the hope of catching UE-36265. #jira UE-36265 - [CrashReport] UE4Editor_Engine!FModelSceneProxy::HasSelectedSurfaces() [modelrender.cpp:538] Change 3156479 on 2016/10/10 by Richard.TalbotWatkin Fixed non-editor build. Change 3156579 on 2016/10/10 by Alexis.Matte Add a check to make sure curve pointer is valid. #jira UE-36177 Change 3156585 on 2016/10/10 by Ben.Marsh Fix line endings for screenshot settings. Change 3156617 on 2016/10/10 by Matt.Kuhlenschmidt Disable per-pixel blending of menus by default. Causes artifacts on windows versions and we are not using it. Change 3156674 on 2016/10/10 by Nick.Darnell Automation - Continued work on the automation workflow. Now screenshot functional test actors actually have the screenshot processed for differences during the test back on the test controller machine, and then waits for the results of the comparison to be performed. Change 3156709 on 2016/10/10 by Alexis.Matte #jira UE-16337 Make sure the base mesh import data transform is used when we import a LOD. Change 3156714 on 2016/10/10 by Nick.Darnell Automation - Fixing -game crash due to TestName being null in functional test. Change 3156721 on 2016/10/10 by Nick.Darnell Automation - FunctionalAITest now implements IsReady to check if the navigation mesh has finished being built. Change 3156748 on 2016/10/10 by Nick.Darnell Autopmation - Fixing a warning. Change 3156943 on 2016/10/10 by Alex.Delesky Fixed an issue where closing out the "Add Code" window with an active toast stating that an IDE was downloading would prevent the toast from clearing correctly. #jira none Change 3156946 on 2016/10/10 by Alex.Delesky #jira UE-36414 - Adding support for the P4Changelist command line argument to the P4 operations that were missing it. Change 3158215 on 2016/10/11 by Nick.Darnell Automation - Continued work on the screenshot comparison, fixed a crash, the system now reports if the screenshot was new, as well as similar, so that the script can react and warn when new screenshots are produced. Manually fired screenshots now properly wait until they've been compared before the test moves forward. Change 3158322 on 2016/10/11 by Michael.Dupuis #jira UE-36063 If the collection is not shown when trying to save one, force show them so the user understand what is going on Change 3158333 on 2016/10/11 by Alex.Delesky #jira UE-36829 - Rebuilt SVN 1.9.4 libs for Windows with CyrusSASL 2.1.26 and SWIG 3.0.10 support. Change 3158399 on 2016/10/11 by Nick.Darnell Automation - TTF Font log statements that were not warnings are no longer warnings. Change 3158406 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Change 3158419 on 2016/10/11 by Alex.Delesky #jira UE-36829 - SVN 1.9.4 libraries, but also with Java 8u101 support. Change 3158537 on 2016/10/11 by Nick.Darnell Automation - Updating some automation scripts in the engnine that were using file paths to now use FStringAssetReferences, that cleaned up a lot of nasty convert filepath to asset reference code in the tests. Also introducing some maps, and setting up the configs to use them to try and appease some of the existing tests that were expecting them. Adding some missing files. Change 3158726 on 2016/10/11 by Michael.Dupuis #jira UE-37001 Perform manual migration of UICurve to proper config category Change 3158728 on 2016/10/11 by Nick.Darnell Automation - Fixing some warnings. Adding more testing to the Domino map to serve as a better example. Change 3158753 on 2016/10/11 by Michael.Dupuis #jira UE-26261 change it's by its Change 3158984 on 2016/10/11 by Alexis.Matte Fix D&D folder import in content browser. We have to expand the root directory to have the correct path. #jira UE-32155 Change 3159640 on 2016/10/12 by Jamie.Dale Split localized package redirection out of FCoreDelegates::PackageNameResolvers They're different enough in behavior that the delegate resolution was breaking the localized package resolution by resolving in too many places and causing the localized package to be loaded with its real localized name as well as the fake non-localized name. #jira UE-37119 Change 3159741 on 2016/10/12 by Nick.Darnell Slate - Fixing the SGraphPanel's mouse offset calculations so that it works with HDPI mode. Change 3159762 on 2016/10/12 by Nick.Darnell Automation - Adding a way to take a screenshot with the UI, not great yet - it doesn't really obey the rules of resolution, because of the method it uses. Change 3160210 on 2016/10/12 by Gareth.Martin Fixed crash when changing Landscape LOD while using "Grass use Landscape Lightmap" Change 3160216 on 2016/10/12 by Gareth.Martin Removed unused FLandscapeComponentSceneProxy::LayerNames and made LayerColors editor-only Fixed negative LODBias on landscape components to actually do anything Change 3160239 on 2016/10/12 by Gareth.Martin Removed an unused variable Change 3160455 on 2016/10/12 by Jamie.Dale Fixed FText properties exported to asset tags displaying in their NSLOCTEXT form in the asset tooltips Change 3160457 on 2016/10/12 by Jamie.Dale Localization automation now groups everything into a single CL and reverts PO files without significant changes Change 3160554 on 2016/10/12 by Nick.Darnell UMG - Fixing some panning logic to work with HDPI mode in the designer. Change 3161712 on 2016/10/13 by Jamie.Dale Fixed TSharedMapView using hard-coded types Change 3163044 on 2016/10/14 by Jamie.Dale Fixed line-break iterators incorrectly breaking words in CJK Change 3163046 on 2016/10/14 by Jamie.Dale Text layout no longer creates break candidates when wrapping is disabled Change 3163217 on 2016/10/14 by Jamie.Dale Fixed ensure caused by FMediaTextureResource::GetResourceSizeEx Change 3163641 on 2016/10/14 by Alex.Delesky #jira UE-36829 - Updated Mac SVN libraries, along with a more accurate changelog for Windows SVN libs Change 3164428 on 2016/10/17 by Nick.Darnell Slate - Making the FReply for SetMousePos easier to debug, since that option is potentially very frustrating to debug when someone is changing it. Change 3164833 on 2016/10/17 by Jamie.Dale Fixed ParseNumber consuming strings with multiple sequential dots as valid numbers, eg) "10..." Change 3164868 on 2016/10/17 by Alexis.Matte Remove re-import material and LOD import material #jira UE-36640 Change 3164874 on 2016/10/17 by Alexis.Matte Fix fbx scene re-import of staticmesh loosing there materials #jira UE-37032 Change 3165080 on 2016/10/17 by Alexis.Matte Remove skinxx workflow for static mesh #jira UE-37262 Change 3165232 on 2016/10/17 by Nick.Darnell Automation - Adding some sub-level testing. Change 3165822 on 2016/10/18 by Nick.Darnell Slate - Add a counter to track how much time we spend drawing custom verts each frame. Change 3165934 on 2016/10/18 by Nick.Darnell Slate - Addding cycle counters to SInvalidationPanel's Tick and Paint. Change 3165947 on 2016/10/18 by Nick.Darnell Slate - Addding very verbose slate stats behind a compiler flag to avoid the large overhead of these stats. To enable them you'll need to set WITH_VERY_VERBOSE_SLATE_STATS to 1, added a guide on debugging slate performance to the SlateGlobals.h // HOW TO GET AN IN-DEPTH PERFORMANCE ANALYSIS OF SLATE // // Step 1) // Set WITH_VERY_VERBOSE_SLATE_STATS to 1. // // Step 2) // When running the game (outside of the editor), run these commandline options // in order and you'll get a large dump of where all the time is going in Slate. // // stat group enable slateverbose // stat group enable slateveryverbose // stat dumpave -root=stat_slate -num=120 -ms=0 Change 3165962 on 2016/10/18 by Nick.Darnell UMG - Play first frame of sequence in UMG immediately when told to play an animation. Change 3165981 on 2016/10/18 by Nick.Darnell Core - GetDisplayNameText now stores the FName for DisplayName in a static instead of using TEXT("DisplayName"). Change 3166000 on 2016/10/18 by Jamie.Dale Removed bulk-data from fonts The main complaints about composite fonts have always been: 1) They use too much memory at runtime. 2) They bloat if you use the same font face twice. 3) They often break when used outside the game thread. This change aims to address all of these issues by removing bulk-data from fonts (which was the cause of the memory bloat and threading issues), and introduces UFontFace assets (which allow you to re-use the same font face in different entries within a composite font). No existing font data is lost during this transition, however you must manually update your UFont assets to reference external UFontFace assets before you're able to edit the existing data (which is automatically upgraded to UFontFace assets *within* the UFont package). This upgrade can be done via the composite font editor. During cook these UFontFace assets write out the actual TTF/OTF font data as a .ufont file, which is what FreeType actually loads at runtime (the internals of the Slate font cache are now completely independent of UObjects and their lifetimes and loading concerns). Since we're now always loading files from disk, we can also give the user an option of whether to "pre-load" (which will load the entire font into memory, like bulk-data always used to), or "stream" the font from disk (which has minimal memory overhead, but needs decent I/O performance). Change 3166001 on 2016/10/18 by Jamie.Dale Updated the Launcher to no longer use bulk-data for fonts Change3166003on 2016/10/18 by Jamie.Dale Updated the Engine fonts to use UFontFace assets Change 3166028 on 2016/10/18 by Alex.Delesky #jira UE-37021 - The scrollbar will now remain at the bottom of the output log after specifying a filter. Change 3166071 on 2016/10/18 by Nick.Darnell Slate - Fixing a warning about hiding an inherited member. Change 3166213 on 2016/10/18 by Jamie.Dale Fixing crash caused by accessing a zeroed FText Change 3166222 on 2016/10/18 by Nick.Darnell Automation - Adding some code to end the sub level test when it starts. Change 3166231 on 2016/10/18 by Nick.Darnell Editor - Fixing the build warning, SOutputLog.cpp:748:4: warning: field 'TextLayout' will be initialized after field 'CachedNumMessages' Change 3166717 on 2016/10/18 by Nick.Darnell Automation - Removing references to old options that are no longer file paths, and are now StringAssetReferences these options were not being used by anyone as far as I can tell. #jira UE-37482 Change 3167279 on 2016/10/19 by Jamie.Dale Fixed text render component regression with custom MIDs #jira UE-37305 Change 3167356 on 2016/10/19 by Alexis.Matte Make sure the old asset are build correctly #jira UE-37461 Change 3167359 on 2016/10/19 by Alexis.Matte Fix re-import of mesh material assignment regression #jira UE-37479 [CL 3168049 by Matt Kuhlenschmidt in Main branch]
397 lines
11 KiB
C++
397 lines
11 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "FunctionalTestingPrivatePCH.h"
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#if WITH_EDITOR
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//----------------------------------------------------------------------//
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// 6/25 @todo these will be removed once marge from main comes
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#include "UnrealEd.h"
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class UFactory;
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//----------------------------------------------------------------------//
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#endif
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namespace FFunctionalTesting
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{
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const TCHAR* ReproStringTestSeparator = TEXT("@");
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const TCHAR* ReproStringParamsSeparator = TEXT("#");
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}
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//struct FFuncTestingTickHelper : FTickableGameObject
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//{
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// class UFunctionalTestingManager* Manager;
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//
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// FFuncTestingTickHelper() : Manager(NULL) {}
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// virtual void Tick(float DeltaTime);
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// virtual bool IsTickable() const { return Owner && !((AActor*)Owner)->IsPendingKillPending(); }
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// virtual bool IsTickableInEditor() const { return true; }
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// virtual TStatId GetStatId() const ;
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//};
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//
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////----------------------------------------------------------------------//
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////
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////----------------------------------------------------------------------//
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//void FFuncTestingTickHelper::Tick(float DeltaTime)
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//{
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// if (Manager->IsPendingKill() == false)
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// {
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// Manager->TickMe(DeltaTime);
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// }
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//}
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//
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//TStatId FFuncTestingTickHelper::GetStatId() const
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//{
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// RETURN_QUICK_DECLARE_CYCLE_STAT(FRecastTickHelper, STATGROUP_Tickables);
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//}
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//----------------------------------------------------------------------//
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//
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//----------------------------------------------------------------------//
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UFunctionalTestingManager::UFunctionalTestingManager( const FObjectInitializer& ObjectInitializer )
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: Super(ObjectInitializer)
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, bIsRunning(false)
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, bFinished(false)
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, bLooped(false)
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, bWaitForNavigationBuildFinish(false)
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, bInitialDelayApplied(false)
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, CurrentIteration(INDEX_NONE)
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{
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if (HasAnyFlags(RF_ClassDefaultObject) == false)
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{
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TestFinishedObserver = FFunctionalTestDoneSignature::CreateUObject(this, &UFunctionalTestingManager::OnTestDone);
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}
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}
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void UFunctionalTestingManager::SetUpTests()
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{
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OnSetupTests.Broadcast();
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}
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struct FSortTestActorsByName
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{
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FORCEINLINE bool operator()(const AFunctionalTest& A, const AFunctionalTest& B) const
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{
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return A.GetName() > B.GetName();
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}
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};
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bool UFunctionalTestingManager::RunAllFunctionalTests(UObject* WorldContext, bool bNewLog, bool bRunLooped, bool bInWaitForNavigationBuildFinish, FString ReproString)
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{
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UFunctionalTestingManager* Manager = GetManager(WorldContext);
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if (Manager->bIsRunning)
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{
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UE_LOG(LogFunctionalTest, Log, TEXT("Functional tests are already running."));
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return true;
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}
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WorldContext->GetWorld()->ForceGarbageCollection(true);
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Manager->bFinished = false;
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Manager->bLooped = bRunLooped;
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Manager->bWaitForNavigationBuildFinish = bInWaitForNavigationBuildFinish;
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Manager->CurrentIteration = 0;
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Manager->TestsLeft.Reset();
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Manager->AllTests.Reset();
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Manager->SetReproString(ReproString);
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Manager->SetUpTests();
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if (Manager->TestReproStrings.Num() > 0)
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{
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UE_LOG(LogFunctionalTest, Log, TEXT("Running tests indicated by Repro String: %s"), *ReproString);
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Manager->TriggerFirstValidTest();
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}
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else
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{
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for (TActorIterator<APhasedAutomationActorBase> It(WorldContext->GetWorld()); It; ++It)
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{
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APhasedAutomationActorBase* PAA = (*It);
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Manager->OnTestsComplete.AddDynamic(PAA, &APhasedAutomationActorBase::OnFunctionalTestingComplete);
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Manager->OnTestsBegin.AddDynamic(PAA, &APhasedAutomationActorBase::OnFunctionalTestingBegin);
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}
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for (TActorIterator<AFunctionalTest> It(WorldContext->GetWorld()); It; ++It)
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{
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AFunctionalTest* Test = (*It);
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if (Test != nullptr && Test->IsEnabled() == true)
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{
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Manager->AllTests.Add(Test);
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}
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}
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Manager->AllTests.Sort(FSortTestActorsByName());
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if (Manager->AllTests.Num() > 0)
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{
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Manager->TestsLeft = Manager->AllTests;
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Manager->OnTestsBegin.Broadcast();
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Manager->TriggerFirstValidTest();
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}
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}
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if (Manager->bIsRunning == false)
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{
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UE_LOG(LogFunctionalTest, Warning, TEXT("No tests defined on map or . DONE."));
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return false;
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}
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return true;
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}
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void UFunctionalTestingManager::TriggerFirstValidTest()
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{
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UWorld* World = GetWorld();
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check(World);
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bIsRunning = World->GetNavigationSystem() != nullptr;
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if (bInitialDelayApplied == true && (bWaitForNavigationBuildFinish == false || UNavigationSystem::IsNavigationBeingBuilt(World) == false) && World->AreActorsInitialized())
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{
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bIsRunning = RunFirstValidTest();
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if (bIsRunning == false)
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{
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AllTestsDone();
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}
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}
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else
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{
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bInitialDelayApplied = true;
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static const float WaitingTime = 0.25f;
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World->GetTimerManager().SetTimer(TriggerFirstValidTestTimerHandle, this, &UFunctionalTestingManager::TriggerFirstValidTest, WaitingTime);
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}
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}
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UFunctionalTestingManager* UFunctionalTestingManager::GetManager(UObject* WorldContext)
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{
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UFunctionalTestingManager* Manager = FFunctionalTestingModule::Get()->GetCurrentScript();
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if (Manager == NULL)
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{
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UObject* Outer = WorldContext ? WorldContext : (UObject*)GetTransientPackage();
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Manager = NewObject<UFunctionalTestingManager>(Outer);
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FFunctionalTestingModule::Get()->SetScript(Manager);
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// add to root and get notified on world cleanup to remove from root on map cleanup
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Manager->AddToRoot();
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FWorldDelegates::OnWorldCleanup.AddUObject(Manager, &UFunctionalTestingManager::OnWorldCleanedUp);
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}
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return Manager;
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}
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UWorld* UFunctionalTestingManager::GetWorld() const
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{
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return GEngine->GetWorldFromContextObject(GetOuter());
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}
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void UFunctionalTestingManager::OnWorldCleanedUp(UWorld* World, bool bSessionEnded, bool bCleanupResources)
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{
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UWorld* MyWorld = GetWorld();
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if (MyWorld == World)
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{
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RemoveFromRoot();
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}
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}
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void UFunctionalTestingManager::OnTestDone(AFunctionalTest* FTest)
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{
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// add a delay
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DECLARE_CYCLE_STAT(TEXT("FSimpleDelegateGraphTask.Requesting to build next tile if necessary"),
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STAT_FSimpleDelegateGraphTask_RequestingToBuildNextTileIfNecessary,
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STATGROUP_TaskGraphTasks);
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FSimpleDelegateGraphTask::CreateAndDispatchWhenReady(
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FSimpleDelegateGraphTask::FDelegate::CreateUObject(this, &UFunctionalTestingManager::NotifyTestDone, FTest),
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GET_STATID(STAT_FSimpleDelegateGraphTask_RequestingToBuildNextTileIfNecessary), NULL, ENamedThreads::GameThread);
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}
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void UFunctionalTestingManager::NotifyTestDone(AFunctionalTest* FTest)
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{
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//if (FTest->IsSuccessful() == false)
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//{
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// if (GatheredFailedTestsReproString.IsEmpty() == false)
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// {
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// GatheredFailedTestsReproString += FFunctionalTesting::ReproStringTestSeparator;
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// }
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// GatheredFailedTestsReproString += FTest->GetReproString();
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//}
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if (FTest->OnWantsReRunCheck() == false && FTest->WantsToRunAgain() == false)
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{
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//We can also do named reruns. These are lower priority than those triggered above.
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//These names can be queried by phases to alter behavior in re-runs.
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if (FTest->RerunCauses.Num() > 0)
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{
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FTest->CurrentRerunCause = FTest->RerunCauses.Pop();
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}
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else
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{
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TestsLeft.RemoveSingle(FTest);
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/*if (bDiscardSuccessfulTests && FTest->IsSuccessful())
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{
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AllTests.RemoveSingle(FTest);
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}*/
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FTest->CleanUp();
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}
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}
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if (TestsLeft.Num() > 0 || TestReproStrings.Num() > 0)
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{
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bIsRunning = RunFirstValidTest();
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}
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else
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{
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bIsRunning = false;
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}
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if (bIsRunning == false)
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{
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AllTestsDone();
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}
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}
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void UFunctionalTestingManager::AllTestsDone()
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{
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//TODO AUTOMATION Should we revive this? There's no good way at the moment to know if the test -actually-
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// failed, because warnings and such could actually fail the test.
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|
|
//if (GatheredFailedTestsReproString.IsEmpty() == false)
|
|
//{
|
|
// UE_LOG(LogFunctionalTest, Log, TEXT("Repro String : %s"), *GatheredFailedTestsReproString);
|
|
//}
|
|
|
|
if (bLooped == true)
|
|
{
|
|
++CurrentIteration;
|
|
|
|
// reset
|
|
ensure(TestReproStrings.Num() == 0);
|
|
SetReproString(StartingReproString);
|
|
//GatheredFailedTestsReproString = TEXT("");
|
|
TestsLeft = AllTests;
|
|
|
|
UE_LOG(LogFunctionalTest, Log, TEXT("----- Starting iteration %d -----"), CurrentIteration);
|
|
bIsRunning = RunFirstValidTest();
|
|
if (bIsRunning == false)
|
|
{
|
|
UE_LOG(LogFunctionalTest, Warning, TEXT("Failed to start another iteration."));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
OnTestsComplete.Broadcast();
|
|
bFinished = true;
|
|
UE_LOG(LogFunctionalTest, Log, TEXT("DONE."));
|
|
RemoveFromRoot();
|
|
}
|
|
}
|
|
|
|
bool UFunctionalTestingManager::RunFirstValidTest()
|
|
{
|
|
bool bTestSuccessfullyTriggered = false;
|
|
|
|
if (TestReproStrings.Num() > 0)
|
|
{
|
|
UWorld* World = GetWorld();
|
|
UObject* TestsOuter = World ? (UObject*)(World->PersistentLevel) : (UObject*)(ANY_PACKAGE);
|
|
|
|
while (TestReproStrings.Num() > 0)
|
|
{
|
|
TArray<FString> TestParams;
|
|
const FString SingleTestReproString = TestReproStrings[0];
|
|
TestReproStrings.RemoveAt(0);
|
|
|
|
SingleTestReproString.ParseIntoArray(TestParams, TEXT("#"), /*InCullEmpty=*/true);
|
|
|
|
if (TestParams.Num() == 0)
|
|
{
|
|
UE_LOG(LogFunctionalTest, Warning, TEXT("Unable to parse \'%s\'"), *SingleTestReproString);
|
|
continue;
|
|
}
|
|
|
|
// first param is the test name. Look for it
|
|
const FString TestName = TestParams[0];
|
|
TestParams.RemoveAt(0, 1, /*bAllowShrinking=*/false);
|
|
AFunctionalTest* TestToRun = FindObject<AFunctionalTest>(TestsOuter, *TestName);
|
|
if (TestToRun)
|
|
{
|
|
// Add the test we found to the tests left to run, so that if re-runs occur we continue to process this test until
|
|
// it has finished.
|
|
TestsLeft.Add(TestToRun);
|
|
|
|
TestToRun->TestFinishedObserver = TestFinishedObserver;
|
|
if (TestToRun->RunTest(TestParams))
|
|
{
|
|
bTestSuccessfullyTriggered = true;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogFunctionalTest, Warning, TEXT("Test \'%s\' failed to start"), *TestToRun->GetName());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogFunctionalTest, Warning, TEXT("Unable to find test \'%s\'"), *TestName);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (bTestSuccessfullyTriggered == false)
|
|
{
|
|
for (int32 Index = TestsLeft.Num()-1; Index >= 0; --Index)
|
|
{
|
|
bool bRemove = TestsLeft[Index] == NULL;
|
|
if (TestsLeft[Index] != NULL)
|
|
{
|
|
ensure(TestsLeft[Index]->IsEnabled());
|
|
TestsLeft[Index]->TestFinishedObserver = TestFinishedObserver;
|
|
if (TestsLeft[Index]->RunTest())
|
|
{
|
|
if (TestsLeft[Index]->IsRunning() == true)
|
|
{
|
|
bTestSuccessfullyTriggered = true;
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
// test finished instantly, remove it
|
|
bRemove = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
UE_LOG(LogFunctionalTest, Warning, TEXT("Test: %s failed to start"), *TestsLeft[Index]->GetName());
|
|
bRemove = true;
|
|
}
|
|
}
|
|
|
|
if (bRemove)
|
|
{
|
|
TestsLeft.RemoveAtSwap(Index, 1, false);
|
|
}
|
|
}
|
|
}
|
|
|
|
return bTestSuccessfullyTriggered;
|
|
}
|
|
|
|
void UFunctionalTestingManager::TickMe(float DeltaTime)
|
|
{
|
|
|
|
}
|
|
|
|
void UFunctionalTestingManager::SetReproString(FString ReproString)
|
|
{
|
|
TestReproStrings.Reset();
|
|
StartingReproString = ReproString;
|
|
if (ReproString.IsEmpty() == false)
|
|
{
|
|
ReproString.ParseIntoArray(TestReproStrings, FFunctionalTesting::ReproStringTestSeparator, /*InCullEmpty=*/true);
|
|
}
|
|
} |