Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerAddonManager.cpp
Marc Audy 4c41590c3d Copying //UE4/Dev-Framework to Dev-Main (//UE4/Dev-Main) @ 2879625
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================
Change 2821607 on 2016/01/08 by Mieszko.Zielinski

	Added a way to limit amount of information logged by vlog by discarding logs from classes from outside of class whitelist #UE4

	This feature was followed by refactoring of functions taking FVisualLogEntry pointers to use references instead.

	#rb Lukasz.Furman

Change 2828384 on 2016/01/14 by Mieszko.Zielinski

	Back out of visual log refactor done as part of CL#2821607 #UE4

Change 2869215 on 2016/02/16 by Marc.Audy

	Store a WorldSettings pointer on ULevel instead of requiring it be index 0 in the Actors array. However, we will still generally attempt to keep it at index 0 for consistency with previous behavior
	#rb Bruce.Nesbit
	#jira UE-26417

Change 2869404 on 2016/02/16 by Ori.Cohen

	Improve UI for default collision. It now uses a single drop down and sets the appropriate flags under the hood.

	#rb Lina.Halper

Change 2870062 on 2016/02/17 by Jurre.deBaare

	Name parameter driven by bone controller
	#JIRA UE-25997
	#rb Thomas.Sarkanen

Change 2870280 on 2016/02/17 by Mieszko.Zielinski

	Vis log category handling fixes #UE4

	Also, a minor cleanup

	#rb Lukasz.Furman

Change 2871729 on 2016/02/18 by James.Golding

	UE-26663 Fix 'LOD For Collision' display name
	#rb thomas.sarkanen

Change 2871730 on 2016/02/18 by James.Golding

	UE-26580 Make ECollisionEnabled a BlueprintType
	UE-25373 Add a MakeHitResult node
	#rb thomas.sarkanen

Change 2871732 on 2016/02/18 by James.Golding

	UE-24397 Add 'test' option to async query API, and use it in places that made sense. Also removed deprecated (4.8) functions from API.
	#rb ori.cohen

Change 2872022 on 2016/02/18 by Lukasz.Furman

	gameplay debugger refactor
	#ue4

Change 2872082 on 2016/02/18 by Lukasz.Furman

	enabled old gameplay debugger as default one for now
	it will be deprecated with next version after testing in game projects
	#ue4

Change 2872390 on 2016/02/18 by Aaron.McLeran

	OR-15041 (CPU) Hitches due to audio decompression on Windows

	1) Moving ogg-vorbis file info parsing into a worker thread
	 - stat dumphitches now shows the vorbis stuff totally gone

	2) Moving async decoding tasks to be retrieved and started from OnBufferEnd callback

	#rb marc.audy

Change 2872418 on 2016/02/18 by Mieszko.Zielinski

	Fixed EQS debugger not storing data properly when subsequent Option is the one that produces result #UE4

	#rb Lukasz.Furman

Change 2872446 on 2016/02/18 by Aaron.McLeran

	Using cached value of ActualVolume in GetVolumeWeightedPriority

Change 2872770 on 2016/02/18 by Aaron.McLeran

	QAGame testing content for audio testing.

	Going to create a folder with specific sub-system testing maps for audio

Change 2873733 on 2016/02/19 by Jurre.deBaare

	- HLOD generated assets are now saved into a separate package instead of inside of the level asset
	#rb Ori.Cohen

Change 2873828 on 2016/02/19 by Ori.Cohen

	Distributions that bake out no longer load in cooked build.

	#JIRA UE-27126
	#rb Olaf.Piesche, Nick.Penwarden

Change 2874623 on 2016/02/19 by Aaron.McLeran

	UE-27131 Support for changing sound class volumes dynamically

	- new BP function to override a sound mix sound class adjuster
	- cleanup of AudioDevice.h and AudioDevice.cpp
	   - removing unnecessarily forward declares on various types
	   - removing unnecessary spaces and (void) params, etc

Change 2874922 on 2016/02/20 by Mieszko.Zielinski

	Fixed EQS tests being compiled out from Shipping and Test with WITH_DEV_AUTOMATION_TESTS macro #UE4

	#jira OR-15292
	#rb none

Change 2875838 on 2016/02/22 by Benn.Gallagher

[CL 2880055 by Marc Audy in Main branch]
2016-02-24 14:23:53 -05:00

157 lines
4.6 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebuggerExtension.h"
#include "GameplayDebuggerAddonManager.h"
FGameplayDebuggerAddonManager::FGameplayDebuggerAddonManager()
{
}
void FGameplayDebuggerAddonManager::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
{
FGameplayDebuggerCategoryInfo NewInfo;
NewInfo.MakeInstanceDelegate = MakeInstanceDelegate;
NewInfo.CategoryState = CategoryState;
NewInfo.SlotIdx = SlotIdx;
CategoryMap.Add(CategoryName, NewInfo);
}
void FGameplayDebuggerAddonManager::UnregisterCategory(FName CategoryName)
{
CategoryMap.Remove(CategoryName);
}
void FGameplayDebuggerAddonManager::NotifyCategoriesChanged()
{
struct FSlotInfo
{
FName CategoryName;
int32 CategoryId;
int32 SlotIdx;
bool operator<(const FSlotInfo& Other) const { return (SlotIdx == Other.SlotIdx) ? (CategoryName < Other.CategoryName) : (SlotIdx < Other.SlotIdx); }
};
TArray<FSlotInfo> AssignList;
TSet<int32> OccupiedSlots;
int32 CategoryId = 0;
for (auto It : CategoryMap)
{
FSlotInfo SlotInfo;
SlotInfo.CategoryId = CategoryId;
SlotInfo.CategoryName = It.Key;
SlotInfo.SlotIdx = It.Value.SlotIdx;
CategoryId++;
AssignList.Add(SlotInfo);
OccupiedSlots.Add(It.Value.SlotIdx);
}
AssignList.Sort();
int32 MaxSlotIdx = 0;
for (int32 Idx = 0; Idx < AssignList.Num(); Idx++)
{
FSlotInfo& SlotInfo = AssignList[Idx];
if (SlotInfo.SlotIdx == INDEX_NONE)
{
int32 FreeSlotIdx = 0;
while (OccupiedSlots.Contains(FreeSlotIdx))
{
FreeSlotIdx++;
}
SlotInfo.SlotIdx = FreeSlotIdx;
OccupiedSlots.Add(FreeSlotIdx);
}
MaxSlotIdx = FMath::Max(MaxSlotIdx, SlotInfo.SlotIdx);
}
SlotMap.Reset();
SlotNames.Reset();
SlotMap.AddDefaulted(MaxSlotIdx + 1);
SlotNames.AddDefaulted(MaxSlotIdx + 1);
for (int32 Idx = 0; Idx < AssignList.Num(); Idx++)
{
FSlotInfo& SlotInfo = AssignList[Idx];
if (SlotNames[SlotInfo.SlotIdx].Len())
{
SlotNames[SlotInfo.SlotIdx] += TEXT('+');
}
SlotNames[SlotInfo.SlotIdx] += SlotInfo.CategoryName.ToString();
SlotMap[SlotInfo.SlotIdx].Add(SlotInfo.CategoryId);
}
OnCategoriesChanged.Broadcast();
}
void FGameplayDebuggerAddonManager::CreateCategories(AGameplayDebuggerCategoryReplicator& Owner, TArray<TSharedRef<FGameplayDebuggerCategory> >& CategoryObjects)
{
UWorld* World = Owner.GetWorld();
const ENetMode NetMode = World->GetNetMode();
const bool bHasAuthority = (NetMode != NM_Client);
const bool bIsLocal = (NetMode != NM_DedicatedServer);
const bool bIsSimulate = FGameplayDebuggerAddonBase::IsSimulateInEditor();
TArray<TSharedRef<FGameplayDebuggerCategory> > UnsortedCategories;
for (auto It : CategoryMap)
{
TSharedRef<FGameplayDebuggerCategory> CategoryObjectRef = It.Value.MakeInstanceDelegate.Execute();
FGameplayDebuggerCategory& CategoryObject = CategoryObjectRef.Get();
CategoryObject.RepOwner = &Owner;
CategoryObject.CategoryId = CategoryObjects.Num();
CategoryObject.CategoryName = It.Key;
CategoryObject.bHasAuthority = bHasAuthority;
CategoryObject.bIsLocal = bIsLocal;
CategoryObject.bIsEnabled =
(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInGameAndSimulate) ||
(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInGame && !bIsSimulate) ||
(It.Value.CategoryState == EGameplayDebuggerCategoryState::EnabledInSimulate && bIsSimulate);
UnsortedCategories.Add(CategoryObjectRef);
}
// sort by slots for drawing order
for (int32 SlotIdx = 0; SlotIdx < SlotMap.Num(); SlotIdx++)
{
for (int32 Idx = 0; Idx < SlotMap[SlotIdx].Num(); Idx++)
{
const int32 CategoryId = SlotMap[SlotIdx][Idx];
CategoryObjects.Add(UnsortedCategories[CategoryId]);
}
}
}
void FGameplayDebuggerAddonManager::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
{
ExtensionMap.Add(ExtensionName, MakeInstanceDelegate);
}
void FGameplayDebuggerAddonManager::UnregisterExtension(FName ExtensionName)
{
ExtensionMap.Remove(ExtensionName);
}
void FGameplayDebuggerAddonManager::NotifyExtensionsChanged()
{
OnExtensionsChanged.Broadcast();
}
void FGameplayDebuggerAddonManager::CreateExtensions(AGameplayDebuggerCategoryReplicator& Replicator, TArray<TSharedRef<FGameplayDebuggerExtension> >& ExtensionObjects)
{
for (auto It : ExtensionMap)
{
TSharedRef<FGameplayDebuggerExtension> ExtensionObjectRef = It.Value.Execute();
FGameplayDebuggerExtension& ExtensionObject = ExtensionObjectRef.Get();
ExtensionObject.RepOwner = &Replicator;
ExtensionObjects.Add(ExtensionObjectRef);
}
}