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Not all were converted because they were designed for packaged applications whereas low level tests are designed to run as "native" non-packaged applications. - reporting support for non-desktop platforms, for the moment Catch2 report type "console" is used that is sent to a .out file - most number of tests possible running multi platform, slower tests excluded on incremental builds - slow tests are moved to run on the monolithic build - Catch2 report failure event listener such that Horde detects them as build errors. Must add new Horde matcher for Catch2 failures #rb Mark.Lintott #preflight 623c8de389625f0612dabd64 [CL 19498448 by chris constantinescu in ue5-main branch]
66 lines
1.2 KiB
C++
66 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "TestCommon/Initialization.h"
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#include "TestCommon/ApplicationCoreUtilities.h"
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#include "TestCommon/CoreUtilities.h"
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#include "TestCommon/CoreUObjectUtilities.h"
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#include "TestCommon/EditorUtilities.h"
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#include "TestCommon/EngineUtilities.h"
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void InitAllThreadPoolsEditorEx(bool MultiThreaded)
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{
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#if WITH_EDITOR
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InitEditorThreadPools();
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#endif // WITH_EDITOR
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InitAllThreadPools(MultiThreaded);
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}
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void InitOutputDevicesEx()
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{
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#if WITH_APPLICATION_CORE
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InitOutputDevicesAppCore();
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#else
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InitOutputDevices();
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#endif
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}
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void InitStats()
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{
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#if STATS
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FThreadStats::StartThread();
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#endif // #if STATS
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}
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void InitAll(bool bAllowLogging, bool bMultithreaded)
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{
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InitCommandLine(bAllowLogging);
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InitAllThreadPools(bMultithreaded);
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#if WITH_ENGINE
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InitAsyncQueues();
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#endif // WITH_ENGINE
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InitTaskGraph();
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InitOutputDevices();
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#if WITH_ENGINE
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InitRendering();
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#endif // WITH_ENGINE
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#if WITH_EDITOR
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InitDerivedDataCache();
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InitSlate();
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InitForWithEditorOnlyData();
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InitEditor();
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#endif // WITH_EDITOR
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#if WITH_COREUOBJECT
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InitCoreUObject();
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#endif
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}
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void CleanupAll()
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{
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#if WITH_COREUOBJECT
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CleanupCoreUObject();
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#endif
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CleanupAllThreadPools();
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CleanupTaskGraph();
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} |