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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
436 lines
13 KiB
C++
436 lines
13 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "CoreMinimal.h"
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#include "Misc/CoreMisc.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Guid.h"
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#include "Misc/OutputDeviceRedirector.h"
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#include "Containers/Ticker.h"
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#include "Misc/App.h"
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#include "Modules/ModuleManager.h"
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#include "Misc/FilterCollection.h"
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#include "Interfaces/IAutomationControllerModule.h"
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/** States for running the automation process */
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namespace EAutomationTestState
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{
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enum Type
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{
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Idle, // Automation process is not running
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FindWorkers, // Find workers to run the tests
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RequestTests, // Find the tests that can be run on the workers
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DoingRequestedWork, // Do whatever was requested from the commandline
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Complete // The process is finished
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};
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};
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namespace EAutomationCommand
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{
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enum Type
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{
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ListAllTests, //List all tests for the session
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//RunSingleTest, //Run one test specified by the commandline
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RunCommandLineTests, //Run only tests that are listed on the commandline
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RunAll, //Run all the tests that are supported
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RunFilter, //
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Quit //quit the app when tests are done
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};
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};
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class FAutomationExecCmd : private FSelfRegisteringExec
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{
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public:
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FAutomationExecCmd()
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{
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DelayTimer = 5.0f;
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}
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void Init()
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{
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SessionID = FApp::GetSessionId();
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// Set state to FindWorkers to kick off the testing process
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AutomationTestState = EAutomationTestState::Idle;
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DelayTimer = 5.0f;
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// Load the automation controller
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IAutomationControllerModule* AutomationControllerModule = &FModuleManager::LoadModuleChecked<IAutomationControllerModule>("AutomationController");
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AutomationController = AutomationControllerModule->GetAutomationController();
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AutomationController->Init();
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const bool bSkipScreenshots = FParse::Param(FCommandLine::Get(), TEXT("NoScreenshots"));
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//TODO AUTOMATION Always use fullsize screenshots.
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const bool bFullSizeScreenshots = FParse::Param(FCommandLine::Get(), TEXT("FullSizeScreenshots"));
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const bool bSendAnalytics = FParse::Param(FCommandLine::Get(), TEXT("SendAutomationAnalytics"));
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AutomationController->SetScreenshotsEnabled(!bSkipScreenshots);
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// Register for the callback that tells us there are tests available
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AutomationController->OnTestsRefreshed().AddRaw(this, &FAutomationExecCmd::HandleRefreshTestCallback);
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TickHandler = FTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateRaw(this, &FAutomationExecCmd::Tick));
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int32 NumTestLoops = 1;
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FParse::Value(FCommandLine::Get(), TEXT("TestLoops="), NumTestLoops);
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AutomationController->SetNumPasses(NumTestLoops);
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TestCount = 0;
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SetUpFilterMapping();
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}
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void SetUpFilterMapping()
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{
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FilterMaps.Empty();
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FilterMaps.Add("Engine", EAutomationTestFlags::EngineFilter);
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FilterMaps.Add("Smoke", EAutomationTestFlags::SmokeFilter);
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FilterMaps.Add("Stress", EAutomationTestFlags::StressFilter);
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FilterMaps.Add("Perf", EAutomationTestFlags::PerfFilter);
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FilterMaps.Add("Product", EAutomationTestFlags::ProductFilter);
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}
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void Shutdown()
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{
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IAutomationControllerModule* AutomationControllerModule = FModuleManager::GetModulePtr<IAutomationControllerModule>("AutomationController");
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if ( AutomationControllerModule )
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{
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AutomationController = AutomationControllerModule->GetAutomationController();
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AutomationController->OnTestsRefreshed().RemoveAll(this);
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}
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FTicker::GetCoreTicker().RemoveTicker(TickHandler);
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}
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bool IsTestingComplete()
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{
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// If the automation controller is no longer processing and we've reached the final stage of testing
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if ((AutomationController->GetTestState() != EAutomationControllerModuleState::Running) && (AutomationTestState == EAutomationTestState::Complete) && (AutomationCommandQueue.Num() == 0))
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{
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// If an actual test was ran we then will let the user know how many of them were ran.
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if (TestCount > 0)
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{
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// TODO AUTOMATION Don't report the wrong number of tests performed.
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// FAutomationTestFramework::Get().LogQueueEmptyMessage();
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OutputDevice->Logf(TEXT("...Automation Test Queue Empty %d tests performed."), TestCount);
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TestCount = 0;
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}
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return true;
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}
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return false;
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}
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void GenerateTestNamesFromCommandLine(const TArray<FString>& AllTestNames, TArray<FString>& OutTestNames)
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{
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FString AllTestNamesNoWhiteSpaces;
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OutTestNames.Empty();
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//Split the test names up
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TArray<FString> Filters;
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StringCommand.ParseIntoArray(Filters, TEXT("+"), true);
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//trim cruft from all entries
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for (int32 FilterIndex = 0; FilterIndex < Filters.Num(); ++FilterIndex)
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{
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Filters[FilterIndex] = Filters[FilterIndex].Trim();
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Filters[FilterIndex] = Filters[FilterIndex].Replace(TEXT(" "), TEXT(""));
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}
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for ( int32 TestIndex = 0; TestIndex < AllTestNames.Num(); ++TestIndex )
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{
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AllTestNamesNoWhiteSpaces = AllTestNames[TestIndex];
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AllTestNamesNoWhiteSpaces = AllTestNamesNoWhiteSpaces.Replace(TEXT(" "), TEXT(""));
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for ( int32 FilterIndex = 0; FilterIndex < Filters.Num(); ++FilterIndex )
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{
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if (AllTestNamesNoWhiteSpaces.Contains(Filters[FilterIndex]))
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{
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OutTestNames.Add(AllTestNames[TestIndex]);
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TestCount++;
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break;
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}
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}
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}
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}
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void FindWorkers(float DeltaTime)
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{
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DelayTimer -= DeltaTime;
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if (DelayTimer <= 0)
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{
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// Request the workers
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AutomationController->RequestAvailableWorkers(SessionID);
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AutomationTestState = EAutomationTestState::RequestTests;
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}
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}
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void HandleRefreshTestCallback()
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{
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TArray<FString> AllTestNames;
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// We have found some workers
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// Create a filter to add to the automation controller, otherwise we don't get any reports
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AutomationController->SetFilter(MakeShareable(new AutomationFilterCollection()));
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AutomationController->SetVisibleTestsEnabled(true);
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AutomationController->GetEnabledTestNames(AllTestNames);
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//assume we won't run any tests
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bool bRunTests = false;
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if (AutomationCommand == EAutomationCommand::ListAllTests)
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{
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//TArray<FAutomationTestInfo> TestInfo;
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//FAutomationTestFramework::Get().GetValidTestNames(TestInfo);
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for (int TestIndex = 0; TestIndex < AllTestNames.Num(); ++TestIndex)
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{
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OutputDevice->Logf(TEXT("%s"), *AllTestNames[TestIndex]);
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}
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OutputDevice->Logf(TEXT("Found %i Automation Tests"), AllTestNames.Num());
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// Set state to complete
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AutomationTestState = EAutomationTestState::Complete;
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}
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else if (AutomationCommand == EAutomationCommand::RunCommandLineTests)
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{
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TArray <FString> FilteredTestNames;
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GenerateTestNamesFromCommandLine(AllTestNames, FilteredTestNames);
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if (FilteredTestNames.Num())
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{
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AutomationController->StopTests();
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AutomationController->SetEnabledTests(FilteredTestNames);
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bRunTests = true;
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}
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else
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{
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AutomationTestState = EAutomationTestState::Complete;
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}
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}
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else if (AutomationCommand == EAutomationCommand::RunFilter)
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{
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if (FilterMaps.Contains(StringCommand))
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{
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OutputDevice->Logf(TEXT("Running %i Automation Tests"), AllTestNames.Num());
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AutomationController->SetEnabledTests(AllTestNames);
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bRunTests = true;
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}
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else
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{
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AutomationTestState = EAutomationTestState::Complete;
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OutputDevice->Logf(TEXT("%s is not a valid flag to filter on! Valid options are: "), *StringCommand);
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TArray<FString> FlagNames;
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FilterMaps.GetKeys(FlagNames);
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for (int i = 0; i < FlagNames.Num(); i++)
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{
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OutputDevice->Log(FlagNames[i]);
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}
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}
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}
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else if (AutomationCommand == EAutomationCommand::RunAll)
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{
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bRunTests = true;
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TestCount = AllTestNames.Num();
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}
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if (bRunTests)
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{
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AutomationController->RunTests();
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// Set state to monitoring to check for test completion
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AutomationTestState = EAutomationTestState::DoingRequestedWork;
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}
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}
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void MonitorTests()
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{
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if (AutomationController->GetTestState() != EAutomationControllerModuleState::Running)
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{
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// We have finished the testing, and results are available
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AutomationTestState = EAutomationTestState::Complete;
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}
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}
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bool Tick(float DeltaTime)
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{
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// Update the automation controller to keep it running
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AutomationController->Tick();
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// Update the automation process
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switch (AutomationTestState)
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{
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case EAutomationTestState::FindWorkers:
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{
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FindWorkers(DeltaTime);
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break;
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}
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case EAutomationTestState::RequestTests:
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{
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break;
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}
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case EAutomationTestState::DoingRequestedWork:
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{
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MonitorTests();
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break;
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}
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case EAutomationTestState::Complete:
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case EAutomationTestState::Idle:
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default:
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{
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//pop next command
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if (AutomationCommandQueue.Num())
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{
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AutomationCommand = AutomationCommandQueue[0];
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AutomationCommandQueue.RemoveAt(0);
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if (AutomationCommand == EAutomationCommand::Quit)
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{
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if (AutomationCommandQueue.IsValidIndex(0))
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{
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// Add Quit back to the end of the array.
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AutomationCommandQueue.Add(EAutomationCommand::Quit);
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break;
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}
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}
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AutomationTestState = EAutomationTestState::FindWorkers;
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}
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// Only quit if Quit is the actual last element in the array.
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if (AutomationCommand == EAutomationCommand::Quit)
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{
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FPlatformMisc::RequestExit(true);
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// We have finished the testing, and results are available
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AutomationTestState = EAutomationTestState::Complete;
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}
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break;
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}
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}
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return !IsTestingComplete();
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}
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/** Console commands, see embeded usage statement **/
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virtual bool Exec(UWorld*, const TCHAR* Cmd, FOutputDevice& Ar) override
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{
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bool bHandled = false;
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// Track whether we have a flag we care about passing through.
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FString FlagToUse = "";
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// Hackiest hack to ever hack a hack to get this test running.
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if (FParse::Command(&Cmd, TEXT("RunPerfTests")))
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{
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Cmd = TEXT("Automation RunFilter Perf");
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}
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else if (FParse::Command(&Cmd, TEXT("RunProductTests")))
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{
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Cmd = TEXT("Automation RunFilter Product");
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}
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//figure out if we are handling this request
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if (FParse::Command(&Cmd, TEXT("Automation")))
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{
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//save off device to send results to
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OutputDevice = GLog;
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StringCommand.Empty();
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TArray<FString> CommandList;
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StringCommand = Cmd;
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StringCommand.ParseIntoArray(CommandList, TEXT(";"), true);
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//assume we handle this
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Init();
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bHandled = true;
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for (int CommandIndex = 0; CommandIndex < CommandList.Num(); ++CommandIndex)
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{
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const TCHAR* TempCmd = *CommandList[CommandIndex];
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if (FParse::Command(&TempCmd, TEXT("List")))
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{
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AutomationCommandQueue.Add(EAutomationCommand::ListAllTests);
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}
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else if (FParse::Command(&TempCmd, TEXT("RunTests")) || FParse::Command(&TempCmd, TEXT("RunTest")))
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{
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if ( FParse::Command(&TempCmd, TEXT("Now")) )
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{
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DelayTimer = 0.0f;
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}
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//only one of these should be used
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StringCommand = TempCmd;
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Ar.Logf(TEXT("Running all tests matching substring: %s"), *StringCommand);
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AutomationCommandQueue.Add(EAutomationCommand::RunCommandLineTests);
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}
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else if (FParse::Command(&TempCmd, TEXT("RunFilter")))
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{
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FlagToUse = TempCmd;
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//only one of these should be used
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StringCommand = TempCmd;
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if (FilterMaps.Contains(FlagToUse))
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{
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AutomationController->SetRequestedTestFlags(FilterMaps[FlagToUse]);
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Ar.Logf(TEXT("Running all tests for filter: %s"), *FlagToUse);
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}
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AutomationCommandQueue.Add(EAutomationCommand::RunFilter);
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}
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else if (FParse::Command(&TempCmd, TEXT("RunAll")))
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{
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AutomationCommandQueue.Add(EAutomationCommand::RunAll);
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Ar.Logf(TEXT("Running all available automated tests for this program. NOTE: This may take a while."));
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}
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else if (FParse::Command(&TempCmd, TEXT("Quit")))
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{
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AutomationCommandQueue.Add(EAutomationCommand::Quit);
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Ar.Logf(TEXT("Exiting: Received quit command."));
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}
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else
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{
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Ar.Logf(TEXT("Incorrect automation command syntax! Supported commands are: "));
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Ar.Logf(TEXT("\tAutomation List"));
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Ar.Logf(TEXT("\tAutomation RunTests <test string>"));
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Ar.Logf(TEXT("\tAutomation RunAll "));
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Ar.Logf(TEXT("\tAutomation RunFilter <filter name>"));
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Ar.Logf(TEXT("\tAutomation Quit"));
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bHandled = false;
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}
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}
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}
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// Shutdown our service
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return bHandled;
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}
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private:
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/** The automation controller running the tests */
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IAutomationControllerManagerPtr AutomationController;
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/** The current state of the automation process */
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EAutomationTestState::Type AutomationTestState;
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/** What work was requested */
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TArray<EAutomationCommand::Type> AutomationCommandQueue;
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/** What work was requested */
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EAutomationCommand::Type AutomationCommand;
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/** Delay used before finding workers on game instances. Just to ensure they have started up */
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float DelayTimer;
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/** Holds the session ID */
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FGuid SessionID;
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//device to send results to
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FOutputDevice* OutputDevice;
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//so we can release control of the app and just get ticked like all other systems
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FDelegateHandle TickHandler;
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//Extra commandline params
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FString StringCommand;
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//This is the numbers of tests that are found in the command line.
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int32 TestCount;
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//Dictionary that maps flag names to flag values.
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TMap<FString, int32> FilterMaps;
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};
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static FAutomationExecCmd AutomationExecCmd;
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