Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/FunctionalTest.cpp
Nick Darnell 54690f01bb Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3448586)
#lockdown Nick.Penwarden
#rb none

==========================
MAJOR FEATURES + CHANGES
==========================

Change 3383163 on 2017/04/06 by james.fox

	Enabling Overlap automation tests.

Change 3387240 on 2017/04/10 by James.Fox

	Enabling ProcMesh automation tests.  Made minor changes to in-level object names.

Change 3397994 on 2017/04/18 by Nick.Darnell

	Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client.  The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages.

Change 3401903 on 2017/04/20 by samuel.proctor

	Test map for blueprint bitwise operators

Change 3405592 on 2017/04/24 by Benjamin.Hyder

	Updated Roughness only example to be more visible in Decals test map

Change 3405625 on 2017/04/24 by Benjamin.Hyder

	Re-Saving material in decals map to remove log spam

Change 3406256 on 2017/04/24 by Mason.Seay

	Show Collision tests, with Ground Truth Screenshots

Change 3410179 on 2017/04/26 by mason.seay

	Beginning of Math test map

Change 3412646 on 2017/04/27 by mason.seay

	More math tests

Change 3413556 on 2017/04/28 by Adric.Worley

	Add support for expected errors in automation tests

	Automation tests can now define expected errors/warnings that will not prevent
	the test from succeeding. If expected messages are not encountered, the test
	will fail. The intent is to allow unit tests to verify negative or error cases
	while keeping the test pass report green. It is not intended as an error
	suppression system.

	#tests new automation tests

Change 3414217 on 2017/04/28 by mason.seay

	Wake Event functional test map

	Disabled Collision tests that still need review.

Change 3414605 on 2017/04/28 by mason.seay

	Added more tests to Math map

Change 3415806 on 2017/05/01 by Adric.Worley

	Suspend log parsing during tests with expected errors

	Electric Commander was failing successful test passes that have expected errors
	because of its log parsing. BenM added markers to temporarily disable error
	parsing in CL 3414237, which this implements usage of.

	#tests preflight

Change 3416022 on 2017/05/01 by Mason.Seay

	Physics/ChildTransform tests

Change 3420820 on 2017/05/03 by Nick.Darnell

	Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots.  Avoids needing to add more delay nodes to your graph.

	Improving the Box Drop example to use the new delay options.

	The FunctionalTest actor now ticks even when the game is paused.

Change 3422013 on 2017/05/03 by Nick.Darnell

	Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor.  Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth.  Added an example map showing the usage.

Change 3422802 on 2017/05/04 by Nick.Darnell

	Automation - Fixing a crash in the curve asset actions that assumes there will always be import data.

Change 3422803 on 2017/05/04 by Nick.Darnell

	Automation - Adding some comments to the ground truth function.

Change 3423739 on 2017/05/04 by Nick.Darnell

	Automation - Introducing a way for people to provide Ground Truth for their tests.

Change 3423768 on 2017/05/04 by Nick.Darnell

	Automation - GTD can no longer be modified on the build machine.  Unchecking modifiable on the example GTD.

Change 3425226 on 2017/05/05 by Nick.Darnell

	Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking.
	#jira UE-44669

Change 3428140 on 2017/05/08 by Ori.Cohen

	Added ground truth for scene query testing.

Change 3441024 on 2017/05/16 by Nick.Darnell

	Automation - Ground truth pass, improving system based on feedback.  Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it.

Change 3443894 on 2017/05/17 by Nick.Darnell

	Automation - Automation tweaking some logging.

Change 3446426 on 2017/05/18 by Nick.Darnell

	Automation - Adding additional logging and attempting to fix the warning on the build machine.

Change 3447617 on 2017/05/18 by Nick.Darnell

	Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name.  This should fix the overlap warnings on the build machine.  Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up.

[CL 3449079 by Nick Darnell in Main branch]
2017-05-19 15:08:55 -04:00

1265 lines
37 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#include "FunctionalTest.h"
#include "Misc/Paths.h"
#include "Engine/GameViewportClient.h"
#include "Engine/LatentActionManager.h"
#include "Components/BillboardComponent.h"
#include "HAL/FileManager.h"
#include "Misc/FileHelper.h"
#include "UObject/ConstructorHelpers.h"
#include "ProfilingDebugging/ProfilingHelpers.h"
#include "Misc/AutomationTest.h"
#include "GameFramework/PlayerController.h"
#include "Components/TextRenderComponent.h"
#include "Engine/Selection.h"
#include "FuncTestManager.h"
#include "FuncTestRenderingComponent.h"
#include "ObjectEditorUtils.h"
#include "VisualLogger/VisualLogger.h"
#include "EngineGlobals.h"
#include "Engine/Engine.h"
#include "Engine/Texture2D.h"
#include "DelayForFramesLatentAction.h"
#include "Engine/DebugCameraController.h"
#include "TraceQueryTestResults.h"
namespace
{
template <typename T>
bool PerformComparison(const T& lhs, const T& rhs, EComparisonMethod comparison)
{
switch (comparison)
{
case EComparisonMethod::Equal_To:
return lhs == rhs;
case EComparisonMethod::Not_Equal_To:
return lhs != rhs;
case EComparisonMethod::Greater_Than_Or_Equal_To:
return lhs >= rhs;
case EComparisonMethod::Less_Than_Or_Equal_To:
return lhs <= rhs;
case EComparisonMethod::Greater_Than:
return lhs > rhs;
case EComparisonMethod::Less_Than:
return lhs < rhs;
}
UE_LOG(LogFunctionalTest, Error, TEXT("Invalid comparison method"));
return false;
}
FString GetComparisonAsString(EComparisonMethod comparison)
{
UEnum* Enum = FindObject<UEnum>(ANY_PACKAGE, TEXT("EComparisonMethod"), true);
return Enum->GetNameStringByValue((uint8)comparison).ToLower().Replace(TEXT("_"), TEXT(" "));
}
FString TransformToString(const FTransform &transform)
{
const FRotator R(transform.Rotator());
FVector T(transform.GetTranslation());
FVector S(transform.GetScale3D());
return FString::Printf(TEXT("Translation: %f, %f, %f | Rotation: %f, %f, %f | Scale: %f, %f, %f"), T.X, T.Y, T.Z, R.Pitch, R.Yaw, R.Roll, S.X, S.Y, S.Z);
}
void DelayForFramesCommon(UObject* WorldContextObject, FLatentActionInfo LatentInfo, int32 NumFrames)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject))
{
FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
if (LatentActionManager.FindExistingAction<FDelayForFramesLatentAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == nullptr)
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FDelayForFramesLatentAction(LatentInfo, NumFrames));
}
}
}
}
AFunctionalTest::AFunctionalTest( const FObjectInitializer& ObjectInitializer )
: Super(ObjectInitializer)
, bIsEnabled(true)
, bWarningsAsErrors(false)
, Result(EFunctionalTestResult::Invalid)
, PreparationTimeLimit(15.0f)
, TimeLimit(60.0f)
, TimesUpMessage( NSLOCTEXT("FunctionalTest", "DefaultTimesUpMessage", "Time's up!") )
, TimesUpResult(EFunctionalTestResult::Failed)
, bIsRunning(false)
, TotalTime(0.f)
, RunFrame(0)
, StartFrame(0)
, StartTime(0.0f)
, bIsReady(false)
{
PrimaryActorTick.bCanEverTick = true;
PrimaryActorTick.bStartWithTickEnabled = false;
PrimaryActorTick.bTickEvenWhenPaused = true;
bCanBeDamaged = false;
SpriteComponent = CreateDefaultSubobject<UBillboardComponent>(TEXT("Sprite"));
if (SpriteComponent)
{
SpriteComponent->bHiddenInGame = true;
#if WITH_EDITORONLY_DATA
if (!IsRunningCommandlet())
{
struct FConstructorStatics
{
ConstructorHelpers::FObjectFinderOptional<UTexture2D> Texture;
FName ID_FTests;
FText NAME_FTests;
FConstructorStatics()
: Texture(TEXT("/Engine/EditorResources/S_FTest"))
, ID_FTests(TEXT("FTests"))
, NAME_FTests(NSLOCTEXT( "SpriteCategory", "FTests", "FTests" ))
{
}
};
static FConstructorStatics ConstructorStatics;
SpriteComponent->Sprite = ConstructorStatics.Texture.Get();
SpriteComponent->SpriteInfo.Category = ConstructorStatics.ID_FTests;
SpriteComponent->SpriteInfo.DisplayName = ConstructorStatics.NAME_FTests;
}
#endif
RootComponent = SpriteComponent;
}
#if WITH_EDITORONLY_DATA
RenderComp = CreateDefaultSubobject<UFuncTestRenderingComponent>(TEXT("RenderComp"));
RenderComp->PostPhysicsComponentTick.bCanEverTick = false;
RenderComp->SetupAttachment(RootComponent);
#endif // WITH_EDITORONLY_DATA
#if WITH_EDITOR
static bool bSelectionHandlerSetUp = false;
if (HasAnyFlags(RF_ClassDefaultObject) && !HasAnyFlags(RF_TagGarbageTemp) && bSelectionHandlerSetUp == false)
{
USelection::SelectObjectEvent.AddStatic(&AFunctionalTest::OnSelectObject);
bSelectionHandlerSetUp = true;
}
#endif // WITH_EDITOR
#if WITH_EDITORONLY_DATA
TestName = CreateEditorOnlyDefaultSubobject<UTextRenderComponent>(TEXT("TestName"));
if ( TestName )
{
TestName->bHiddenInGame = true;
TestName->SetHorizontalAlignment(EHTA_Center);
TestName->SetRelativeLocation(FVector(0, 0, 80));
TestName->SetRelativeRotation(FRotator(0, 0, 0));
TestName->PostPhysicsComponentTick.bCanEverTick = false;
TestName->SetupAttachment(RootComponent);
}
#endif
}
void AFunctionalTest::OnConstruction(const FTransform& Transform)
{
Super::OnConstruction(Transform);
#if WITH_EDITOR
if ( TestName )
{
if ( bIsEnabled )
{
TestName->SetTextRenderColor(FColor(11, 255, 0));
TestName->SetText(FText::FromString(GetActorLabel()));
}
else
{
TestName->SetTextRenderColor(FColor(55, 55, 55));
TestName->SetText(FText::FromString(GetActorLabel() + TEXT("\n") + TEXT("# Disabled #")));
}
}
#endif
}
bool AFunctionalTest::RunTest(const TArray<FString>& Params)
{
FAutomationTestFramework::Get().SetTreatWarningsAsErrors(bWarningsAsErrors);
//Scalability::FQualityLevels Quality;
//Quality.SetDefaults();
//Scalability::SetQualityLevels(Quality);
FailureMessage = TEXT("");
//Do not collect garbage during the test. We force GC at the end.
GetWorld()->DelayGarbageCollection();
RunFrame = GFrameNumber;
TotalTime = 0.f;
if (TimeLimit >= 0)
{
SetActorTickEnabled(true);
}
bIsReady = false;
bIsRunning = true;
GoToObservationPoint();
PrepareTest();
return true;
}
void AFunctionalTest::PrepareTest()
{
ReceivePrepareTest();
}
void AFunctionalTest::StartTest()
{
TotalTime = 0.f;
StartFrame = GFrameNumber;
StartTime = GetWorld()->GetTimeSeconds();
ReceiveStartTest();
OnTestStart.Broadcast();
}
void AFunctionalTest::Tick(float DeltaSeconds)
{
// already requested not to tick.
if ( bIsRunning == false )
{
return;
}
//Do not collect garbage during the test. We force GC at the end.
GetWorld()->DelayGarbageCollection();
if ( !bIsReady )
{
bIsReady = IsReady();
// Once we're finally ready to begin the test, then execute the Start event.
if ( bIsReady )
{
StartTest();
}
}
if ( bIsReady )
{
TotalTime += DeltaSeconds;
if ( TimeLimit > 0.f && TotalTime > TimeLimit )
{
FinishTest(TimesUpResult, TimesUpMessage.ToString());
}
else
{
Super::Tick(DeltaSeconds);
}
}
else
{
TotalTime += DeltaSeconds;
if ( PreparationTimeLimit > 0.f && TotalTime > PreparationTimeLimit )
{
FinishTest(TimesUpResult, TimesUpMessage.ToString());
}
}
}
bool AFunctionalTest::IsReady_Implementation()
{
return true;
}
void AFunctionalTest::FinishTest(EFunctionalTestResult TestResult, const FString& Message)
{
const static UEnum* FTestResultTypeEnum = FindObject<UEnum>( nullptr, TEXT("FunctionalTesting.EFunctionalTestResult") );
if (bIsRunning == false)
{
// ignore
return;
}
//Force GC at the end of every test.
GetWorld()->ForceGarbageCollection();
Result = TestResult;
bIsRunning = false;
SetActorTickEnabled(false);
OnTestFinished.Broadcast();
AActor** ActorToDestroy = AutoDestroyActors.GetData();
for (int32 ActorIndex = 0; ActorIndex < AutoDestroyActors.Num(); ++ActorIndex, ++ActorToDestroy)
{
if (*ActorToDestroy != NULL)
{
// will be removed next frame
(*ActorToDestroy)->SetLifeSpan( 0.01f );
}
}
const FText ResultText = FTestResultTypeEnum->GetDisplayNameTextByValue( (int64)TestResult );
const FString OutMessage = FString::Printf(TEXT("%s %s: \"%s\"")
, *GetName()
, *ResultText.ToString()
, Message.IsEmpty() == false ? *Message : TEXT("Test finished") );
AutoDestroyActors.Reset();
switch (TestResult)
{
case EFunctionalTestResult::Invalid:
case EFunctionalTestResult::Error:
case EFunctionalTestResult::Failed:
UE_VLOG(this, LogFunctionalTest, Error, TEXT("%s"), *OutMessage);
UE_LOG(LogFunctionalTest, Error, TEXT("%s"), *OutMessage);
break;
case EFunctionalTestResult::Running:
UE_VLOG(this, LogFunctionalTest, Warning, TEXT("%s"), *OutMessage);
UE_LOG(LogFunctionalTest, Warning, TEXT("%s"), *OutMessage);
break;
default:
UE_VLOG(this, LogFunctionalTest, Log, TEXT("%s"), *OutMessage);
UE_LOG(LogFunctionalTest, Log, TEXT("%s"), *OutMessage);
break;
}
//if (AdditionalDetails.IsEmpty() == false)
//{
// const FString AdditionalDetails = FString::Printf(TEXT("%s %s, time %.2fs"), *GetAdditionalTestFinishedMessage(TestResult), *OnAdditionalTestFinishedMessageRequest(TestResult), TotalTime);
// UE_LOG(LogFunctionalTest, Log, TEXT("%s"), *AdditionalDetails);
//}
TestFinishedObserver.ExecuteIfBound(this);
FAutomationTestFramework::Get().SetTreatWarningsAsErrors(TOptional<bool>());
}
void AFunctionalTest::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
TestFinishedObserver.Unbind();
Super::EndPlay(EndPlayReason);
}
void AFunctionalTest::CleanUp()
{
FailureMessage = TEXT("");
}
bool AFunctionalTest::IsRunning() const
{
return bIsRunning;
}
bool AFunctionalTest::IsEnabled() const
{
return bIsEnabled;
}
//@todo add "warning" level here
void AFunctionalTest::LogMessage(const FString& Message)
{
UE_LOG(LogFunctionalTest, Log, TEXT("%s"), *Message);
UE_VLOG(this, LogFunctionalTest, Log
, TEXT("%s> %s")
, *GetName(), *Message);
}
void AFunctionalTest::SetTimeLimit(float InTimeLimit, EFunctionalTestResult InResult)
{
if (InTimeLimit < 0.f)
{
UE_VLOG(this, LogFunctionalTest, Warning
, TEXT("%s> Trying to set TimeLimit to less than 0. Falling back to 0 (infinite).")
, *GetName());
InTimeLimit = 0.f;
}
TimeLimit = InTimeLimit;
if (InResult == EFunctionalTestResult::Invalid)
{
UE_VLOG(this, LogFunctionalTest, Warning
, TEXT("%s> Trying to set test Result to \'Invalid\'. Falling back to \'Failed\'")
, *GetName());
InResult = EFunctionalTestResult::Failed;
}
TimesUpResult = InResult;
}
void AFunctionalTest::GatherRelevantActors(TArray<AActor*>& OutActors) const
{
if (ObservationPoint)
{
OutActors.AddUnique(ObservationPoint);
}
for (auto Actor : AutoDestroyActors)
{
if (Actor)
{
OutActors.AddUnique(Actor);
}
}
OutActors.Append(DebugGatherRelevantActors());
}
void AFunctionalTest::AddRerun(FName Reason)
{
RerunCauses.Add(Reason);
}
FName AFunctionalTest::GetCurrentRerunReason()const
{
return CurrentRerunCause;
}
void AFunctionalTest::RegisterAutoDestroyActor(AActor* ActorToAutoDestroy)
{
AutoDestroyActors.AddUnique(ActorToAutoDestroy);
}
#if WITH_EDITOR
void AFunctionalTest::PostEditChangeProperty( struct FPropertyChangedEvent& PropertyChangedEvent)
{
static const FName NAME_FunctionalTesting = FName(TEXT("FunctionalTesting"));
static const FName NAME_TimeLimit = FName(TEXT("TimeLimit"));
static const FName NAME_TimesUpResult = FName(TEXT("TimesUpResult"));
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.Property != NULL)
{
if (FObjectEditorUtils::GetCategoryFName(PropertyChangedEvent.Property) == NAME_FunctionalTesting)
{
// first validate new data since there are some dependencies
if (PropertyChangedEvent.Property->GetFName() == NAME_TimeLimit)
{
if (TimeLimit < 0.f)
{
TimeLimit = 0.f;
}
}
else if (PropertyChangedEvent.Property->GetFName() == NAME_TimesUpResult)
{
if (TimesUpResult == EFunctionalTestResult::Invalid)
{
TimesUpResult = EFunctionalTestResult::Failed;
}
}
}
}
}
void AFunctionalTest::OnSelectObject(UObject* NewSelection)
{
AFunctionalTest* AsFTest = Cast<AFunctionalTest>(NewSelection);
if (AsFTest)
{
AsFTest->MarkComponentsRenderStateDirty();
}
}
#endif // WITH_EDITOR
void AFunctionalTest::GoToObservationPoint()
{
if (ObservationPoint == nullptr)
{
return;
}
UWorld* World = GetWorld();
if (World && World->GetGameInstance())
{
APlayerController* TargetPC = nullptr;
for (FConstPlayerControllerIterator PCIterator = World->GetPlayerControllerIterator(); PCIterator; ++PCIterator)
{
APlayerController* PC = PCIterator->Get();
// Don't use debug camera player controllers.
// While it's tempting to teleport the camera if the user is debugging something then moving the camera around will them.
if (PC && !PC->IsA(ADebugCameraController::StaticClass()))
{
TargetPC = PC;
break;
}
}
if (TargetPC)
{
if (TargetPC->GetPawn())
{
TargetPC->GetPawn()->TeleportTo(ObservationPoint->GetActorLocation(), ObservationPoint->GetActorRotation(), /*bIsATest=*/false, /*bNoCheck=*/true);
TargetPC->SetControlRotation(ObservationPoint->GetActorRotation());
}
else
{
TargetPC->SetViewTarget(ObservationPoint);
}
}
}
}
/** Returns SpriteComponent subobject **/
UBillboardComponent* AFunctionalTest::GetSpriteComponent()
{
return SpriteComponent;
}
//////////////////////////////////////////////////////////////////////////
bool AFunctionalTest::AssertTrue(bool Condition, FString Message, const UObject* ContextObject)
{
if ( !Condition )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Assertion failed: '%s' for context '%s'"), *Message, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Assertion passed (%s)"), *Message));
return true;
}
}
bool AFunctionalTest::AssertFalse(bool Condition, FString Message, const UObject* ContextObject)
{
return AssertTrue(!Condition, Message, ContextObject);
}
bool AFunctionalTest::AssertIsValid(UObject* Object, FString Message, const UObject* ContextObject)
{
if ( !IsValid(Object) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Invalid object: '%s' for context '%s'"), *Message, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Valid object: (%s)"), *Message));
return true;
}
}
bool AFunctionalTest::AssertValue_Int(int32 Actual, EComparisonMethod ShouldBe, int32 Expected, const FString& What, const UObject* ContextObject)
{
if ( !PerformComparison(Actual, Expected, ShouldBe) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("%s: expected {%d} to be %s {%d} for context '%s'"), *What, Actual, *GetComparisonAsString(ShouldBe), Expected, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("%s: expected {%d} to be %s {%d} for context '%s'"), *What, Actual, *GetComparisonAsString(ShouldBe), Expected, ContextObject ? *ContextObject->GetName() : TEXT("")));
return true;
}
}
bool AFunctionalTest::AssertValue_Float(float Actual, EComparisonMethod ShouldBe, float Expected, const FString& What, const UObject* ContextObject)
{
if ( !PerformComparison(Actual, Expected, ShouldBe) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("%s: expected {%f} to be %s {%f} for context '%s'"), *What, Actual, *GetComparisonAsString(ShouldBe), Expected, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("%s: expected {%f} to be %s {%f} for context '%s'"), *What, Actual, *GetComparisonAsString(ShouldBe), Expected, ContextObject ? *ContextObject->GetName() : TEXT("")));
return true;
}
}
bool AFunctionalTest::AssertValue_DateTime(FDateTime Actual, EComparisonMethod ShouldBe, FDateTime Expected, const FString& What, const UObject* ContextObject)
{
if ( !PerformComparison(Actual, Expected, ShouldBe) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("%s: expected {%s} to be %s {%s} for context '%s'"), *What, *Actual.ToString(), *GetComparisonAsString(ShouldBe), *Expected.ToString(), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("DateTime assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Float(const float Actual, const float Expected, const FString& What, const float Tolerance, const UObject* ContextObject)
{
if ( !FMath::IsNearlyEqual(Actual, Expected, Tolerance) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%f}, but it was {%f} within tolerance {%f} for context '%s'"), *What, Expected, Actual, Tolerance, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Float assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Bool(const bool Actual, const bool Expected, const FString& What, const UObject* ContextObject)
{
if (Actual != Expected)
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%d' to be {%d}, but it was {%d} for context '%s'"), *What, Expected, Actual, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Bool assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Int(const int32 Actual, const int32 Expected, const FString& What, const UObject* ContextObject)
{
if (Actual != Expected)
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%d' to be {%d}, but it was {%d} for context '%s'"), *What, Expected, Actual, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Bool assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Name(const FName Actual, const FName Expected, const FString& What, const UObject* ContextObject)
{
if (Actual != Expected)
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%s}, but it was {%s} for context '%s'"), *What, *Expected.ToString(), *Actual.ToString(), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Bool assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Transform(const FTransform Actual, const FTransform Expected, const FString& What, const UObject* ContextObject)
{
if ( !Expected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%s}, but it was {%s} for context '%s'"), *What, *TransformToString(Expected), *TransformToString(Actual), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Transform assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertNotEqual_Transform(const FTransform Actual, const FTransform NotExpected, const FString& What, const UObject* ContextObject)
{
if ( NotExpected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' not to be {%s} for context '%s'"), *What, *TransformToString(NotExpected), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Transform assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Rotator(const FRotator Actual, const FRotator Expected, const FString& What, const UObject* ContextObject)
{
if ( !Expected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%s} but it was {%s} for context '%s'"), *What, *Expected.ToString(), *Actual.ToString(), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Rotator assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertNotEqual_Rotator(const FRotator Actual, const FRotator NotExpected, const FString& What, const UObject* ContextObject)
{
if ( NotExpected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' not to be {%s} for context '%s'"), *What, *NotExpected.ToString(), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Rotator assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_Vector(const FVector Actual, const FVector Expected, const FString& What, const float Tolerance, const UObject* ContextObject)
{
if ( !Expected.Equals(Actual, Tolerance) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%s} but it was {%s} within tolerance {%f} for context '%s'"), *What, *Expected.ToString(), *Actual.ToString(), Tolerance, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Vector assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertNotEqual_Vector(const FVector Actual, const FVector NotExpected, const FString& What, const UObject* ContextObject)
{
if ( NotExpected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' not to be {%s} for context '%s'"), *What, *NotExpected.ToString(), ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("Vector assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_String(const FString Actual, const FString Expected, const FString& What, const UObject* ContextObject)
{
if ( !Expected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' to be {%s} but it was {%s} for context '%s'"), *What, *Expected, *Actual, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("String assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertNotEqual_String(const FString Actual, const FString NotExpected, const FString& What, const UObject* ContextObject)
{
if ( NotExpected.Equals(Actual) )
{
LogStep(ELogVerbosity::Error, FString::Printf(TEXT("Expected '%s' not to be {%s} for context '%s'"), *What, *NotExpected, ContextObject ? *ContextObject->GetName() : TEXT("")));
return false;
}
else
{
LogStep(ELogVerbosity::Log, FString::Printf(TEXT("String assertion passed (%s)"), *What));
return true;
}
}
bool AFunctionalTest::AssertEqual_TraceQueryResults(const UTraceQueryTestResults* Actual, const UTraceQueryTestResults* Expected, const FString& What, const UObject* ContextObject)
{
return Actual->AssertEqual(Expected, What, ContextObject, *this);
}
void AFunctionalTest::AddWarning(const FString Message)
{
LogStep(ELogVerbosity::Warning, Message);
}
void AFunctionalTest::AddError(const FString Message)
{
LogStep(ELogVerbosity::Error, Message);
}
void AFunctionalTest::LogStep(ELogVerbosity::Type Verbosity, const FString& Message)
{
FString FullMessage(Message);
if ( IsInStep() )
{
FullMessage.Append(TEXT(" in step: "));
FString StepName = TEXT("");
if ( StepName.IsEmpty() )
{
StepName = TEXT("<UN-NAMED STEP>");
}
FullMessage.Append(StepName);
}
switch ( Verbosity )
{
case ELogVerbosity::Display:
case ELogVerbosity::Log:
UE_VLOG(this, LogFunctionalTest, Display, TEXT("%s"), *FullMessage);
UE_LOG(LogFunctionalTest, Display, TEXT("%s"), *FullMessage);
break;
case ELogVerbosity::Warning:
UE_VLOG(this, LogFunctionalTest, Warning, TEXT("%s"), *FullMessage);
UE_LOG(LogFunctionalTest, Warning, TEXT("%s"), *FullMessage);
break;
case ELogVerbosity::Error:
UE_VLOG(this, LogFunctionalTest, Error, TEXT("%s"), *FullMessage);
UE_LOG(LogFunctionalTest, Error, TEXT("%s"), *FullMessage);
break;
}
}
FString AFunctionalTest::GetCurrentStepName() const
{
return IsInStep() ? Steps.Top() : FString();
}
void AFunctionalTest::StartStep(const FString& StepName)
{
Steps.Push(StepName);
}
void AFunctionalTest::FinishStep()
{
if ( Steps.Num() > 0 )
{
Steps.Pop();
}
else
{
AddWarning(TEXT("FinishStep was called when no steps were currently in progress."));
}
}
bool AFunctionalTest::IsInStep() const
{
return Steps.Num() > 0;
}
//////////////////////////////////////////////////////////////////////////
FPerfStatsRecord::FPerfStatsRecord(FString InName)
: Name(InName)
, GPUBudget(0.0f)
, RenderThreadBudget(0.0f)
, GameThreadBudget(0.0f)
{
}
void FPerfStatsRecord::SetBudgets(float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget)
{
GPUBudget = InGPUBudget;
RenderThreadBudget = InRenderThreadBudget;
GameThreadBudget = InGameThreadBudget;
}
FString FPerfStatsRecord::GetReportString() const
{
return FString::Printf(TEXT("%s,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f"),
*Name,
Record.FrameTimeTracker.GetMinValue() - Baseline.FrameTimeTracker.GetMinValue(),
Record.FrameTimeTracker.GetAvgValue() - Baseline.FrameTimeTracker.GetAvgValue(),
Record.FrameTimeTracker.GetMaxValue() - Baseline.FrameTimeTracker.GetMaxValue(),
Record.RenderThreadTimeTracker.GetMinValue() - Baseline.RenderThreadTimeTracker.GetMinValue(),
Record.RenderThreadTimeTracker.GetAvgValue() - Baseline.RenderThreadTimeTracker.GetAvgValue(),
Record.RenderThreadTimeTracker.GetMaxValue() - Baseline.RenderThreadTimeTracker.GetMaxValue(),
Record.GameThreadTimeTracker.GetMinValue() - Baseline.GameThreadTimeTracker.GetMinValue(),
Record.GameThreadTimeTracker.GetAvgValue() - Baseline.GameThreadTimeTracker.GetAvgValue(),
Record.GameThreadTimeTracker.GetMaxValue() - Baseline.GameThreadTimeTracker.GetMaxValue(),
Record.GPUTimeTracker.GetMinValue() - Baseline.GPUTimeTracker.GetMinValue(),
Record.GPUTimeTracker.GetAvgValue() - Baseline.GPUTimeTracker.GetAvgValue(),
Record.GPUTimeTracker.GetMaxValue() - Baseline.GPUTimeTracker.GetMaxValue());
}
FString FPerfStatsRecord::GetBaselineString() const
{
return FString::Printf(TEXT("%s,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f"),
*Name,
Baseline.FrameTimeTracker.GetMinValue(),
Baseline.FrameTimeTracker.GetAvgValue(),
Baseline.FrameTimeTracker.GetMaxValue(),
Baseline.RenderThreadTimeTracker.GetMinValue(),
Baseline.RenderThreadTimeTracker.GetAvgValue(),
Baseline.RenderThreadTimeTracker.GetMaxValue(),
Baseline.GameThreadTimeTracker.GetMinValue(),
Baseline.GameThreadTimeTracker.GetAvgValue(),
Baseline.GameThreadTimeTracker.GetMaxValue(),
Baseline.GPUTimeTracker.GetMinValue(),
Baseline.GPUTimeTracker.GetAvgValue(),
Baseline.GPUTimeTracker.GetMaxValue());
}
FString FPerfStatsRecord::GetRecordString() const
{
return FString::Printf(TEXT("%s,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f"),
*Name,
Record.FrameTimeTracker.GetMinValue(),
Record.FrameTimeTracker.GetAvgValue(),
Record.FrameTimeTracker.GetMaxValue(),
Record.RenderThreadTimeTracker.GetMinValue(),
Record.RenderThreadTimeTracker.GetAvgValue(),
Record.RenderThreadTimeTracker.GetMaxValue(),
Record.GameThreadTimeTracker.GetMinValue(),
Record.GameThreadTimeTracker.GetAvgValue(),
Record.GameThreadTimeTracker.GetMaxValue(),
Record.GPUTimeTracker.GetMinValue(),
Record.GPUTimeTracker.GetAvgValue(),
Record.GPUTimeTracker.GetMaxValue());
}
FString FPerfStatsRecord::GetOverBudgetString() const
{
double Min, Max, Avg;
GetRenderThreadTimes(Min, Max, Avg);
float RTMax = Max;
float RTBudgetFrac = Max / RenderThreadBudget;
GetGameThreadTimes(Min, Max, Avg);
float GTMax = Max;
float GTBudgetFrac = Max / GameThreadBudget;
GetGPUTimes(Min, Max, Avg);
float GPUMax = Max;
float GPUBudgetFrac = Max / GPUBudget;
return FString::Printf(TEXT("%s,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f,%.2f"),
*Name,
RTMax,
RenderThreadBudget,
RTBudgetFrac,
GTMax,
GameThreadBudget,
GTBudgetFrac,
GPUMax,
GPUBudget,
GPUBudgetFrac
);
}
bool FPerfStatsRecord::IsWithinGPUBudget()const
{
double Min, Max, Avg;
GetGPUTimes(Min, Max, Avg);
return Max <= GPUBudget;
}
bool FPerfStatsRecord::IsWithinGameThreadBudget()const
{
double Min, Max, Avg;
GetGameThreadTimes(Min, Max, Avg);
return Max <= GameThreadBudget;
}
bool FPerfStatsRecord::IsWithinRenderThreadBudget()const
{
double Min, Max, Avg;
GetRenderThreadTimes(Min, Max, Avg);
return Max <= RenderThreadBudget;
}
void FPerfStatsRecord::GetGPUTimes(double& OutMin, double& OutMax, double& OutAvg)const
{
OutMin = Record.GPUTimeTracker.GetMinValue() - Baseline.GPUTimeTracker.GetMinValue();
OutMax = Record.GPUTimeTracker.GetMaxValue() - Baseline.GPUTimeTracker.GetMaxValue();
OutAvg = Record.GPUTimeTracker.GetAvgValue() - Baseline.GPUTimeTracker.GetAvgValue();
}
void FPerfStatsRecord::GetGameThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const
{
OutMin = Record.GameThreadTimeTracker.GetMinValue() - Baseline.GameThreadTimeTracker.GetMinValue();
OutMax = Record.GameThreadTimeTracker.GetMaxValue() - Baseline.GameThreadTimeTracker.GetMaxValue();
OutAvg = Record.GameThreadTimeTracker.GetAvgValue() - Baseline.GameThreadTimeTracker.GetAvgValue();
}
void FPerfStatsRecord::GetRenderThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const
{
OutMin = Record.RenderThreadTimeTracker.GetMinValue() - Baseline.RenderThreadTimeTracker.GetMinValue();
OutMax = Record.RenderThreadTimeTracker.GetMaxValue() - Baseline.RenderThreadTimeTracker.GetMaxValue();
OutAvg = Record.RenderThreadTimeTracker.GetAvgValue() - Baseline.RenderThreadTimeTracker.GetAvgValue();
}
void FPerfStatsRecord::Sample(UWorld* World, float DeltaSeconds, bool bBaseline)
{
check(World);
const FStatUnitData* StatUnitData = World->GetGameViewport()->GetStatUnitData();
check(StatUnitData);
if (bBaseline)
{
Baseline.FrameTimeTracker.AddSample(StatUnitData->RawFrameTime);
Baseline.GameThreadTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GGameThreadTime));
Baseline.RenderThreadTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GRenderThreadTime));
Baseline.GPUTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GGPUFrameTime));
Baseline.NumFrames++;
Baseline.SumTimeSeconds += DeltaSeconds;
}
else
{
Record.FrameTimeTracker.AddSample(StatUnitData->RawFrameTime);
Record.GameThreadTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GGameThreadTime));
Record.RenderThreadTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GRenderThreadTime));
Record.GPUTimeTracker.AddSample(FPlatformTime::ToMilliseconds(GGPUFrameTime));
Record.NumFrames++;
Record.SumTimeSeconds += DeltaSeconds;
}
}
UAutomationPerformaceHelper::UAutomationPerformaceHelper()
: bRecordingBasicStats(false)
, bRecordingBaselineBasicStats(false)
, bRecordingCPUCapture(false)
, bRecordingStatsFile(false)
, bGPUTraceIfBelowBudget(false)
{
}
void UAutomationPerformaceHelper::BeginRecordingBaseline(FString RecordName)
{
bRecordingBasicStats = true;
bRecordingBaselineBasicStats = true;
bGPUTraceIfBelowBudget = false;
Records.Add(FPerfStatsRecord(RecordName));
GEngine->SetEngineStat(GetOuter()->GetWorld(), GetOuter()->GetWorld()->GetGameViewport(), TEXT("Unit"), true);
}
void UAutomationPerformaceHelper::EndRecordingBaseline()
{
bRecordingBaselineBasicStats = false;
bRecordingBasicStats = false;
}
void UAutomationPerformaceHelper::BeginRecording(FString RecordName, float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget)
{
//Ensure we're recording engine stats.
GEngine->SetEngineStat(GetOuter()->GetWorld(), GetOuter()->GetWorld()->GetGameViewport(), TEXT("Unit"), true);
bRecordingBasicStats = true;
bRecordingBaselineBasicStats = false;
bGPUTraceIfBelowBudget = false;
FPerfStatsRecord* CurrRecord = GetCurrentRecord();
if (!CurrRecord || CurrRecord->Name != RecordName)
{
Records.Add(FPerfStatsRecord(RecordName));
CurrRecord = GetCurrentRecord();
}
check(CurrRecord);
CurrRecord->SetBudgets(InGPUBudget, InRenderThreadBudget, InGameThreadBudget);
}
void UAutomationPerformaceHelper::EndRecording()
{
if (const FPerfStatsRecord* Record = GetCurrentRecord())
{
UE_LOG(LogFunctionalTest, Log, TEXT("Finished Perf Stats Record:\n%s"), *Record->GetReportString());
}
bRecordingBasicStats = false;
}
void UAutomationPerformaceHelper::Tick(float DeltaSeconds)
{
if (bRecordingBasicStats)
{
Sample(DeltaSeconds);
}
if (bGPUTraceIfBelowBudget)
{
if (!IsCurrentRecordWithinGPUBudget())
{
FString PathName = FPaths::ProfilingDir();
GGPUTraceFileName = PathName / CreateProfileFilename(GetCurrentRecord()->Name, TEXT(".rtt"), true);
UE_LOG(LogFunctionalTest, Log, TEXT("Functional Test has fallen below GPU budget. Performing GPU trace."));
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Performed GPU Thred Trace!"));
//Only perform one trace per test.
bGPUTraceIfBelowBudget = false;
}
}
//Other stats need ticking?
}
void UAutomationPerformaceHelper::Sample(float DeltaSeconds)
{
int32 Index = Records.Num() - 1;
if (Index >= 0 && bRecordingBasicStats)
{
Records[Index].Sample(GetOuter()->GetWorld(), DeltaSeconds, bRecordingBaselineBasicStats);
}
}
void UAutomationPerformaceHelper::WriteLogFile(const FString& CaptureDir, const FString& CaptureExtension)
{
FString PathName = FPaths::ProfilingDir();
if (!CaptureDir.IsEmpty())
{
PathName = PathName + (CaptureDir + TEXT("/"));
IFileManager::Get().MakeDirectory(*PathName);
}
FString Extension = CaptureExtension;
if (Extension.IsEmpty())
{
Extension = TEXT("perf.csv");
}
const FString Filename = CreateProfileFilename(CaptureExtension, true);
const FString FilenameFull = PathName + Filename;
const FString OverBudgetTableHeader = TEXT("TestName, MaxRT, RT Budget, RT Frac, MaxGT, GT Budget, GT Frac, MaxGPU, GPU Budget, GPU Frac\n");
FString OverbudgetTable;
const FString DataTableHeader = TEXT("TestName,MinFrameTime,AvgFrameTime,MaxFrameTime,MinRT,AvgRT,MaxRT,MinGT,AvgGT,MaxGT,MinGPU,AvgGPU,MaxGPU\n");
FString AdjustedTable;
FString RecordTable;
FString BaselineTable;
for (FPerfStatsRecord& Record : Records)
{
AdjustedTable += Record.GetReportString() + FString(TEXT("\n"));
RecordTable += Record.GetRecordString() + FString(TEXT("\n"));
BaselineTable += Record.GetBaselineString() + FString(TEXT("\n"));
if (!Record.IsWithinGPUBudget() || !Record.IsWithinRenderThreadBudget() || !Record.IsWithinGameThreadBudget())
{
OverbudgetTable += Record.GetOverBudgetString() + FString(TEXT("\n"));
}
}
FString FileContents = FString::Printf(TEXT("Over Budget Tests\n%s%s\nAdjusted Results\n%s%s\nRaw Results\n%s%s\nBaseline Results\n%s%s\n"),
*OverBudgetTableHeader, *OverbudgetTable, *DataTableHeader, *AdjustedTable, *DataTableHeader, *RecordTable, *DataTableHeader, *BaselineTable);
FFileHelper::SaveStringToFile(FileContents, *FilenameFull);
UE_LOG(LogTemp, Display, TEXT("Finished test, wrote file to %s"), *FilenameFull);
Records.Empty();
bRecordingBasicStats = false;
bRecordingBaselineBasicStats = false;
}
bool UAutomationPerformaceHelper::IsRecording()const
{
return bRecordingBasicStats;
}
void UAutomationPerformaceHelper::OnBeginTests()
{
OutputFileBase = CreateProfileFilename(TEXT(""), true);
StartOfTestingTime = FDateTime::Now().ToString();
}
void UAutomationPerformaceHelper::OnAllTestsComplete()
{
if (bRecordingBaselineBasicStats)
{
EndRecordingBaseline();
}
if (bRecordingBasicStats)
{
EndRecording();
}
if (bRecordingCPUCapture)
{
StopCPUProfiling();
}
if (bRecordingStatsFile)
{
EndStatsFile();
}
bGPUTraceIfBelowBudget = false;
if (Records.Num() > 0)
{
WriteLogFile(TEXT(""), TEXT("perf.csv"));
}
}
bool UAutomationPerformaceHelper::IsCurrentRecordWithinGPUBudget()const
{
if (const FPerfStatsRecord* Curr = GetCurrentRecord())
{
return Curr->IsWithinGPUBudget();
}
return true;
}
bool UAutomationPerformaceHelper::IsCurrentRecordWithinGameThreadBudget()const
{
if (const FPerfStatsRecord* Curr = GetCurrentRecord())
{
return Curr->IsWithinGameThreadBudget();
}
return true;
}
bool UAutomationPerformaceHelper::IsCurrentRecordWithinRenderThreadBudget()const
{
if (const FPerfStatsRecord* Curr = GetCurrentRecord())
{
return Curr->IsWithinRenderThreadBudget();
}
return true;
}
const FPerfStatsRecord* UAutomationPerformaceHelper::GetCurrentRecord()const
{
int32 Index = Records.Num() - 1;
if (Index >= 0)
{
return &Records[Index];
}
return nullptr;
}
FPerfStatsRecord* UAutomationPerformaceHelper::GetCurrentRecord()
{
int32 Index = Records.Num() - 1;
if (Index >= 0)
{
return &Records[Index];
}
return nullptr;
}
void UAutomationPerformaceHelper::StartCPUProfiling()
{
UE_LOG(LogFunctionalTest, Log, TEXT("START PROFILING..."));
ExternalProfiler.StartProfiler(false);
}
void UAutomationPerformaceHelper::StopCPUProfiling()
{
UE_LOG(LogFunctionalTest, Log, TEXT("STOP PROFILING..."));
ExternalProfiler.StopProfiler();
}
void UAutomationPerformaceHelper::TriggerGPUTraceIfRecordFallsBelowBudget()
{
bGPUTraceIfBelowBudget = true;
}
void UAutomationPerformaceHelper::BeginStatsFile(const FString& RecordName)
{
FString MapName = GetOuter()->GetWorld()->GetMapName();
FString Cmd = FString::Printf(TEXT("Stat StartFile %s-%s/%s.ue4stats"), *MapName, *StartOfTestingTime, *RecordName);
GEngine->Exec(GetOuter()->GetWorld(), *Cmd);
}
void UAutomationPerformaceHelper::EndStatsFile()
{
GEngine->Exec(GetOuter()->GetWorld(), TEXT("Stat StopFile"));
}