Files
UnrealEngineUWP/Engine/Source/Developer/GameplayDebugger/Private/GameplayDebuggerModule.cpp
Andrew Grant fad858c6db Copying //UE4/Orion-Staging to //UE4/Main (Source: //Orion/Dev-General @ 2912736)
#lockdown Nick.Penwarden

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

Change 2912513 on 2016/03/16 by David.Ratti

	attempted cook fix
	#rb none
	#tests compile

Change 2912456 on 2016/03/16 by Zak.Middleton

	#ue4 - Move Replay client interpolation mode check to OnRegister(), out of TickComponent() so we don't check it constantly.

	#rb John.Pollard
	#tests Replays and MultiPIE vs AI

Change 2912386 on 2016/03/16 by Ben.Marsh

	BuildGraph: Add quotes around custom build node lists, so we can support node names with spaces.

Change 2912378 on 2016/03/16 by Ben.Marsh

	BuildGraph: Fix format of custom build arguments when running with buildgraph.

Change 2912318 on 2016/03/16 by Marcus.Wassmer

	Fix mallocleakdetection false positives, and hash collision data corruption.
	#rb none
	#test leak finding on goldenpath

Change 2912242 on 2016/03/16 by Lukasz.Furman

	CIS fix
	#rb none
	#tests none

Change 2912239 on 2016/03/16 by Ben.Marsh

	UBT: Include the project "Build" folder in the generated project files. It's pretty common to want to edit configuration data that's stored there.

	#rb none
	#tests generated project files using UGS after making change

Change 2912211 on 2016/03/16 by Ben.Marsh

	BuildFarm: Allow disabling the local DDC by setting the DDC override environment variable to "None". Testing performance of just using shared DDC for builders.

	#rb none
	#codereview Wes.Hunt
	#tests none

Change 2912196 on 2016/03/16 by Mieszko.Zielinski

	Added a missing #pragma once to GameplayDebuggerCompat.h #Orion

	#rb Lukasz.Furman
	#test none

Change 2912165 on 2016/03/16 by Lukasz.Furman

	new gameplay debugger and some replication fixes (disabled by default)
	uncommment debugger's setup line in FOrionGameModule::StartupModule to enable
	#orion
	#rb none
	#tests yes, a lot.
	#codereview Mieszko.Zielinski

Change 2912065 on 2016/03/16 by Jason.Bestimt

	[AUTOMERGE]

	#ORION_MAIN - Copy of DevUI (POST MERGE) @ CL 2912016

	#RB:none
	#Tests:none
	#CodeReview: matt.schembari

	--------
	Integrated using branch //Orion/Main_to_//Orion/Dev-General of change#2912060 by Jason.Bestimt on 2016/03/16 15:32:56.

Change 2912045 on 2016/03/16 by David.Ratti

	Add support for gameplay cues retrieiving the ability or gameplay effect level of the thing that instigated them. Also added level requirement settings in the addition particle system options in gameplay cues

	#rb DanY
	#tests PIE

Change 2912030 on 2016/03/16 by Alex.Fennell

	Merging //Portal/Dev-LibCurl_update/Engine/Source/Runtime/Online/... to //Orion/Dev-General/Engine/Source/Runtime/Online/...

	support for cookies across curl easy handles in libcurl

	#TESTS: cookie support confirmed by using the http test targetting google.com

	#RB: david.nikdel
	#codereview: david.nikdel, jason.bestimt

Change 2911870 on 2016/03/16 by Laurent.Delayen

	- Added FBranchingPointNotifyPayload used in AnimNotify and AnimNotifyState notifications.
	- FBranchingPointNotifyPayload includes MontageInstance InstanceID to uniquely identify which Montage it came from.
	- New notifications are backwards compatible with old.
	- Added bIsNativeBranchingPoint flag to notify classes to force them into branching points.

	#rb martin.wilson, frank.gigliotti
	#tests Kuro VS Rampage abilities in networked PIE

Change 2911763 on 2016/03/16 by Nick.Atamas

	Prevents a re-entrancy crash caused by potentially complex thumbnail generators. In general, we should not be doing heavy lifting in the asset browser until the user has released their mouse. This is especially true when a user is clicking on the content browser tab to bring it to front for the first time. This is probably a good change regardless of the re-entrancy issue.

	#rb none
	#test Editor does not crash.
	#codereview Matt.Kuhlenschmidt

Change 2911631 on 2016/03/16 by Dmitry.Rekman

	Fix AvgPing perfcounter being occasionally NaN (FORT-20523)

	- Prevent division by zero.

	#rb none

[CL 2917701 by Andrew Grant in Main branch]
2016-03-21 21:11:39 -04:00

181 lines
5.9 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "GameplayDebuggerPrivatePCH.h"
#include "GameplayDebugger.h"
#include "ISettingsModule.h"
#include "GameplayDebuggerAddonManager.h"
#include "GameplayDebuggerPlayerManager.h"
#include "GameplayDebuggerConfig.h"
#include "GameplayDebuggerExtension_Spectator.h"
#include "GameplayDebuggerExtension_HUD.h"
#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
class FGameplayDebuggerModule : public IGameplayDebugger
{
public:
virtual void StartupModule() override;
virtual void ShutdownModule() override;
virtual void RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx) override;
virtual void UnregisterCategory(FName CategoryName) override;
virtual void NotifyCategoriesChanged() override;
virtual void RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate) override;
virtual void UnregisterExtension(FName ExtensionName) override;
virtual void NotifyExtensionsChanged() override;
AGameplayDebuggerPlayerManager& GetPlayerManager(UWorld* World);
void OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS);
FGameplayDebuggerAddonManager AddonManager;
TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager>> PlayerManagers;
};
IMPLEMENT_MODULE(FGameplayDebuggerModule, GameplayDebugger)
#else
#include "GameplayDebuggerCompat.h"
#define FGameplayDebuggerModule FGameplayDebuggerCompat
#endif
#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
void FGameplayDebuggerModule::StartupModule()
#else
void FGameplayDebuggerCompat::StartupNewDebugger()
#endif
{
// This code will execute after your module is loaded into memory (but after global variables are initialized, of course.)
FWorldDelegates::OnPostWorldInitialization.AddRaw(this, &FGameplayDebuggerModule::OnWorldInitialized);
UGameplayDebuggerConfig* SettingsCDO = UGameplayDebuggerConfig::StaticClass()->GetDefaultObject<UGameplayDebuggerConfig>();
if (SettingsCDO)
{
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->RegisterSettings("Project", "Engine", "GameplayDebugger",
NSLOCTEXT("GameplayDebuggerModule", "SettingsName", "Gameplay Debugger"),
NSLOCTEXT("GameplayDebuggerModule", "SettingsDescription", "Settings for the gameplay debugger tool."),
SettingsCDO);
}
if (SettingsCDO->bEnableExtension_GameHUD)
{
AddonManager.RegisterExtension("GameHUD", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_HUD::MakeInstance));
}
if (SettingsCDO->bEnableExtension_Spectator)
{
AddonManager.RegisterExtension("Spectator", FOnGetExtension::CreateStatic(&FGameplayDebuggerExtension_Spectator::MakeInstance));
}
AddonManager.NotifyExtensionsChanged();
}
}
#if !ENABLE_OLD_GAMEPLAY_DEBUGGER
void FGameplayDebuggerModule::ShutdownModule()
#else
void FGameplayDebuggerCompat::ShutdownNewDebugger()
#endif
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
FWorldDelegates::OnPostWorldInitialization.RemoveAll(this);
ISettingsModule* SettingsModule = FModuleManager::GetModulePtr<ISettingsModule>("Settings");
if (SettingsModule)
{
SettingsModule->UnregisterSettings("Project", "Engine", "GameplayDebugger");
}
}
void FGameplayDebuggerModule::RegisterCategory(FName CategoryName, IGameplayDebugger::FOnGetCategory MakeInstanceDelegate, EGameplayDebuggerCategoryState CategoryState, int32 SlotIdx)
{
AddonManager.RegisterCategory(CategoryName, MakeInstanceDelegate, CategoryState, SlotIdx);
}
void FGameplayDebuggerModule::UnregisterCategory(FName CategoryName)
{
AddonManager.UnregisterCategory(CategoryName);
}
void FGameplayDebuggerModule::NotifyCategoriesChanged()
{
AddonManager.NotifyCategoriesChanged();
}
void FGameplayDebuggerModule::RegisterExtension(FName ExtensionName, IGameplayDebugger::FOnGetExtension MakeInstanceDelegate)
{
AddonManager.RegisterExtension(ExtensionName, MakeInstanceDelegate);
}
void FGameplayDebuggerModule::UnregisterExtension(FName ExtensionName)
{
AddonManager.UnregisterExtension(ExtensionName);
}
void FGameplayDebuggerModule::NotifyExtensionsChanged()
{
AddonManager.NotifyExtensionsChanged();
}
FGameplayDebuggerAddonManager& FGameplayDebuggerAddonManager::GetCurrent()
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.AddonManager;
}
AGameplayDebuggerPlayerManager& AGameplayDebuggerPlayerManager::GetCurrent(UWorld* World)
{
FGameplayDebuggerModule& Module = FModuleManager::LoadModuleChecked<FGameplayDebuggerModule>("GameplayDebugger");
return Module.GetPlayerManager(World);
}
AGameplayDebuggerPlayerManager& FGameplayDebuggerModule::GetPlayerManager(UWorld* World)
{
const int32 PurgeInvalidWorldsSize = 5;
if (PlayerManagers.Num() > PurgeInvalidWorldsSize)
{
for (TMap<TWeakObjectPtr<UWorld>, TWeakObjectPtr<AGameplayDebuggerPlayerManager> >::TIterator It(PlayerManagers); It; ++It)
{
if (!It.Key().IsValid())
{
It.RemoveCurrent();
}
else if (!It.Value().IsValid())
{
It.RemoveCurrent();
}
}
}
TWeakObjectPtr<AGameplayDebuggerPlayerManager> Manager = PlayerManagers.FindRef(World);
AGameplayDebuggerPlayerManager* ManagerOb = Manager.Get();
if (ManagerOb == nullptr)
{
ManagerOb = World->SpawnActor<AGameplayDebuggerPlayerManager>();
PlayerManagers.Add(World, ManagerOb);
}
check(ManagerOb);
return *ManagerOb;
}
void FGameplayDebuggerModule::OnWorldInitialized(UWorld* World, const UWorld::InitializationValues IVS)
{
// make sure that world has valid player manager, create when it doesn't
if (World && World->IsGameWorld())
{
GetPlayerManager(World);
}
}
#if ENABLE_OLD_GAMEPLAY_DEBUGGER
#undef FGameplayDebuggerModule
#endif // !ENABLE_OLD_GAMEPLAY_DEBUGGER