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#lockdown nick.penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 2958982 on 2016/04/28 by Dmitriy.Dyomin Set owner name for RHI texture, for easier debugging Change 2976446 on 2016/05/12 by Niklas.Smedberg Fixed Device Profile CVars so they work even if a DLL with the cvar definition is loaded afterwards. (And they now also go through the common code path for CVars.) Change 2983781 on 2016/05/19 by Steve.Cano Check in PlayUsingLauncher if the device we're launching to is authorized by the computer. Could not get to this information about Devices so added an IsAuthorized interface to ITargetDevice that is overriden in the AndroidTargetDevice. Also make sure to referesh the authorized state as needed for Android device detection. Finally, changed the name of the authorized variable to be more readable (true == authorized instead of true == unauthorized) #jira UE-21121 #ue4 #android Change 2994202 on 2016/05/31 by Allan.Bentham Prevent clear transulcency volume null deref crash. Change test for allocated deferred render targets by testing against an exclusively deferred target (instead of potentially shared shadow depth surface) probable fix for UE-22073 Change 2995613 on 2016/05/31 by Dmitriy.Dyomin Added: Option to force full precision in a material UEMOB-109 Change 2997960 on 2016/06/02 by Gareth.Martin Refactored Landscape serialization to allow cooking both the data used for normal rendering and mobile rendering into the same package #jira UE-31474 Change 2997988 on 2016/06/02 by Gareth.Martin Files missing from CL 2997960 #jira UE-31474 Change 2999222 on 2016/06/03 by Jack.Porter Fix up ETargetPlatformFeatures::ForwardRendering and ETargetPlatformFeatures::DeferredRendering for iOS to support the Metal MRT deferred renderer Change 2999229 on 2016/06/03 by Jack.Porter Rename ETargetPlatformFeatures::ForwardRendering to TargetPlatformFeatures::MobileRendering Change 3003540 on 2016/06/07 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3003779 on 2016/06/07 by Dmitriy.Dyomin Fixed: Criss-crossed sublevels cause NavMesh errors #jira UE-27157 Change 3004535 on 2016/06/07 by Steve.Cano Adding the OnControllerConnectionChange delegate message when a controller is connected on Android. Also added additional future broadcast statement when disconnect support is added for Android. #jira UE-25697 #ue4 #android Change 3005205 on 2016/06/07 by Niklas.Smedberg Bumped ASTC format version to invalidate bad server DDC Change 3005347 on 2016/06/08 by Dmitriy.Dyomin Added a way to cache OpenGL program binaries on the disk. Disabled by default. Can be enabled only on Android platform (r.UseProgramBinaryCache=1) #jira UEMOB-108 Change 3005524 on 2016/06/08 by Dmitriy.Dyomin Fixed iOS build broken by CL# 3005347 Change 3005528 on 2016/06/08 by Jack.Porter Changed hardcoded checkboxes from quality level overrides dialog to use the general property details code. Now magically supports any uproperty types such as enums or integers added to FMaterialQualityOverrides. Change 3005607 on 2016/06/08 by Dmitriy.Dyomin Fixed: Occasional crash on using Launch on Android device when device is being disconnected Change 3006705 on 2016/06/08 by Chris.Babcock Fix virtual joystick to return -1 to 1 ranges for thumbsticks #jira UE-31799 #ue4 #android #ios Change 3006960 on 2016/06/08 by Jack.Porter Merging //UE4/Dev-Main to Dev-Mobile (//UE4/Dev-Mobile) Change 3007050 on 2016/06/09 by Jack.Porter FAutomationWorkerModule::ReportTestComplete() needs to send analytics first as the message endpoint will free the memory resulting in a crash Change 3007129 on 2016/06/09 by Dmitriy.Dyomin Fixed: Black edges seen on flames in Sun Temple #jira UE-31712 Change 3010686 on 2016/06/13 by Dmitriy.Dyomin Fixed: Android Monolithic warnings for glGetProgramBinaryOES and glProgramBinaryOES #jira UE-31933 [CL 3011074 by Jack Porter in Main branch]
484 lines
15 KiB
C++
484 lines
15 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#include "AutomationWorkerPrivatePCH.h"
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#if WITH_EDITOR
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#include "AssetRegistryModule.h"
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#endif
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#define LOCTEXT_NAMESPACE "AutomationTest"
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IMPLEMENT_MODULE(FAutomationWorkerModule, AutomationWorker);
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/* IModuleInterface interface
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*****************************************************************************/
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void FAutomationWorkerModule::StartupModule()
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{
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Initialize();
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FAutomationTestFramework::GetInstance().PreTestingEvent.AddRaw(this, &FAutomationWorkerModule::HandlePreTestingEvent);
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FAutomationTestFramework::GetInstance().PostTestingEvent.AddRaw(this, &FAutomationWorkerModule::HandlePostTestingEvent);
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}
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void FAutomationWorkerModule::ShutdownModule()
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{
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FAutomationTestFramework::GetInstance().PreTestingEvent.RemoveAll(this);
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FAutomationTestFramework::GetInstance().PostTestingEvent.RemoveAll(this);
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}
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bool FAutomationWorkerModule::SupportsDynamicReloading()
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{
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return true;
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}
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/* IAutomationWorkerModule interface
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*****************************************************************************/
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void FAutomationWorkerModule::Tick()
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{
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//execute latent commands from the previous frame. Gives the rest of the engine a turn to tick before closing the test
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bool bAllLatentCommandsComplete = ExecuteLatentCommands();
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if (bAllLatentCommandsComplete)
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{
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//if we were running the latent commands as a result of executing a network command, report that we are now done
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if (bExecutingNetworkCommandResults)
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{
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ReportNetworkCommandComplete();
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bExecutingNetworkCommandResults = false;
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}
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//if the controller has requested the next network command be executed
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if (bExecuteNextNetworkCommand)
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{
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//execute network commands if there are any queued up and our role is appropriate
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bool bAllNetworkCommandsComplete = ExecuteNetworkCommands();
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if (bAllNetworkCommandsComplete)
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{
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ReportTestComplete();
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}
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//we've now executed a network command which may have enqueued further latent actions
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bExecutingNetworkCommandResults = true;
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//do not execute anything else until expressly told to by the controller
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bExecuteNextNetworkCommand = false;
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}
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}
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint->ProcessInbox();
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}
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}
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/* ISessionManager implementation
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*****************************************************************************/
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bool FAutomationWorkerModule::ExecuteLatentCommands()
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{
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bool bAllLatentCommandsComplete = false;
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if (GIsAutomationTesting)
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{
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// Ensure that latent automation commands have time to execute
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bAllLatentCommandsComplete = FAutomationTestFramework::GetInstance().ExecuteLatentCommands();
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}
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return bAllLatentCommandsComplete;
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}
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bool FAutomationWorkerModule::ExecuteNetworkCommands()
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{
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bool bAllLatentCommandsComplete = false;
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if (GIsAutomationTesting)
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{
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// Ensure that latent automation commands have time to execute
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bAllLatentCommandsComplete = FAutomationTestFramework::GetInstance().ExecuteNetworkCommands();
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}
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return bAllLatentCommandsComplete;
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}
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void FAutomationWorkerModule::Initialize()
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{
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if (FPlatformProcess::SupportsMultithreading())
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{
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// initialize messaging
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MessageEndpoint = FMessageEndpoint::Builder("FAutomationWorkerModule")
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.Handling<FAutomationWorkerFindWorkers>(this, &FAutomationWorkerModule::HandleFindWorkersMessage)
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.Handling<FAutomationWorkerNextNetworkCommandReply>(this, &FAutomationWorkerModule::HandleNextNetworkCommandReplyMessage)
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.Handling<FAutomationWorkerPing>(this, &FAutomationWorkerModule::HandlePingMessage)
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.Handling<FAutomationWorkerResetTests>(this, &FAutomationWorkerModule::HandleResetTests)
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.Handling<FAutomationWorkerRequestTests>(this, &FAutomationWorkerModule::HandleRequestTestsMessage)
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.Handling<FAutomationWorkerRunTests>(this, &FAutomationWorkerModule::HandleRunTestsMessage)
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.WithInbox();
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if (MessageEndpoint.IsValid())
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{
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MessageEndpoint->Subscribe<FAutomationWorkerFindWorkers>();
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}
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bExecuteNextNetworkCommand = true;
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}
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else
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{
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bExecuteNextNetworkCommand = false;
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}
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ExecutionCount = INDEX_NONE;
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bExecutingNetworkCommandResults = false;
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bSendAnalytics = false;
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}
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void FAutomationWorkerModule::ReportNetworkCommandComplete()
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{
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if (GIsAutomationTesting)
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{
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MessageEndpoint->Send(new FAutomationWorkerRequestNextNetworkCommand(ExecutionCount), TestRequesterAddress);
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if (StopTestEvent.IsBound())
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{
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// this is a local test; the message to continue will never arrive, so lets not wait for it
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bExecuteNextNetworkCommand = true;
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}
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}
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}
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/**
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* Takes a large transport array and splits it into pieces of a desired size and returns the portion of this which is requested
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*
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* @param FullTransportArray The whole series of data
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* @param CurrentChunkIndex The The chunk we are requesting
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* @param NumToSend The maximum number of bytes we should be splitting into.
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* @return The section of the transport array which matches our index requested
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*/
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TArray< uint8 > GetTransportSection( const TArray< uint8 >& FullTransportArray, const int32 NumToSend, const int32 RequestedChunkIndex )
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{
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TArray< uint8 > TransportArray = FullTransportArray;
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if( NumToSend > 0 )
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{
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int32 NumToRemoveFromStart = RequestedChunkIndex * NumToSend;
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if( NumToRemoveFromStart > 0 )
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{
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TransportArray.RemoveAt( 0, NumToRemoveFromStart );
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}
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int32 NumToRemoveFromEnd = FullTransportArray.Num() - NumToRemoveFromStart - NumToSend;
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if( NumToRemoveFromEnd > 0 )
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{
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TransportArray.RemoveAt( TransportArray.Num()-NumToRemoveFromEnd, NumToRemoveFromEnd );
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}
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}
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else
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{
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TransportArray.Empty();
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}
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return TransportArray;
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}
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void FAutomationWorkerModule::ReportTestComplete()
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{
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if (GIsAutomationTesting)
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{
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//see if there are any more network commands left to execute
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bool bAllLatentCommandsComplete = FAutomationTestFramework::GetInstance().ExecuteLatentCommands();
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//structure to track error/warning/log messages
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FAutomationTestExecutionInfo ExecutionInfo;
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bool bSuccess = FAutomationTestFramework::GetInstance().StopTest(ExecutionInfo);
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if (StopTestEvent.IsBound())
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{
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StopTestEvent.Execute(bSuccess, TestName, ExecutionInfo);
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}
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else
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{
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// send the results to the controller
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FAutomationWorkerRunTestsReply* Message = new FAutomationWorkerRunTestsReply();
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Message->TestName = TestName;
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Message->ExecutionCount = ExecutionCount;
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Message->Success = bSuccess;
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Message->Duration = ExecutionInfo.Duration;
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Message->Errors = ExecutionInfo.Errors;
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Message->Warnings = ExecutionInfo.Warnings;
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Message->Logs = ExecutionInfo.LogItems;
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// sending though the endpoint will free Message memory, so analytics need to be sent first
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if (bSendAnalytics)
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{
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if (!FAutomationAnalytics::IsInitialized())
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{
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FAutomationAnalytics::Initialize();
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}
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FAutomationAnalytics::FireEvent_AutomationTestResults(Message, BeautifiedTestName);
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SendAnalyticsEvents(ExecutionInfo.AnalyticsItems);
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}
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MessageEndpoint->Send(Message, TestRequesterAddress);
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}
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// reset local state
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TestRequesterAddress.Invalidate();
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ExecutionCount = INDEX_NONE;
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TestName.Empty();
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StopTestEvent.Unbind();
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}
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}
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void FAutomationWorkerModule::SendTests( const FMessageAddress& ControllerAddress )
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{
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for( int32 TestIndex = 0; TestIndex < TestInfo.Num(); TestIndex++ )
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{
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MessageEndpoint->Send(new FAutomationWorkerRequestTestsReply(TestInfo[TestIndex].GetTestAsString(), TestInfo.Num()), ControllerAddress);
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}
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MessageEndpoint->Send(new FAutomationWorkerRequestTestsReplyComplete(), ControllerAddress);
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}
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/* FAutomationWorkerModule callbacks
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*****************************************************************************/
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void FAutomationWorkerModule::HandleFindWorkersMessage(const FAutomationWorkerFindWorkers& Message, const IMessageContextRef& Context)
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{
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// Set the Instance name to be the same as the session browser. This information should be shared at some point
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if ((Message.SessionId == FApp::GetSessionId()) && (Message.Changelist == 10000))
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{
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TestRequesterAddress = Context->GetSender();
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#if WITH_EDITOR
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//If the asset registry is loading assets then we'll wait for it to stop before running our automation tests.
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FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
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if (AssetRegistryModule.Get().IsLoadingAssets())
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{
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if (!AssetRegistryModule.Get().OnFilesLoaded().IsBoundToObject(this))
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{
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AssetRegistryModule.Get().OnFilesLoaded().AddRaw(this, &FAutomationWorkerModule::SendWorkerFound);
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GLog->Logf(ELogVerbosity::Log, TEXT("...Forcing Asset Registry Load For Automation"));
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}
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}
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else
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#endif
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{
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//If the registry is not loading then we'll just go ahead and run our tests.
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SendWorkerFound();
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}
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}
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}
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void FAutomationWorkerModule::SendWorkerFound()
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{
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FAutomationWorkerFindWorkersResponse* Response = new FAutomationWorkerFindWorkersResponse();
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FString OSMajorVersionString, OSSubVersionString;
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FPlatformMisc::GetOSVersions(OSMajorVersionString, OSSubVersionString);
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FString OSVersionString = OSMajorVersionString + TEXT(" ") + OSSubVersionString;
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FString CPUModelString = FPlatformMisc::GetCPUBrand().Trim();
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Response->DeviceName = FPlatformProcess::ComputerName();
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Response->InstanceName = FString::Printf(TEXT("%s-%i"), FPlatformProcess::ComputerName(), FPlatformProcess::GetCurrentProcessId());
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Response->Platform = FPlatformProperties::PlatformName();
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Response->SessionId = FApp::GetSessionId();
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Response->OSVersionName = OSVersionString;
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Response->ModelName = FPlatformMisc::GetDefaultDeviceProfileName();
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Response->GPUName = FPlatformMisc::GetPrimaryGPUBrand();
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Response->CPUModelName = CPUModelString;
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Response->RAMInGB = FPlatformMemory::GetPhysicalGBRam();
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#if WITH_ENGINE
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Response->RenderModeName = AutomationCommon::GetRenderDetailsString();
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#else
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Response->RenderModeName = TEXT("Unknown");
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#endif
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MessageEndpoint->Send(Response, TestRequesterAddress);
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TestRequesterAddress.Invalidate();
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}
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void FAutomationWorkerModule::HandleNextNetworkCommandReplyMessage( const FAutomationWorkerNextNetworkCommandReply& Message, const IMessageContextRef& Context )
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{
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// Allow the next command to execute
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bExecuteNextNetworkCommand = true;
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// We should never be executing sub-commands of a network command when we're waiting for a cue for the next network command
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check(bExecutingNetworkCommandResults == false);
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}
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void FAutomationWorkerModule::HandlePingMessage( const FAutomationWorkerPing& Message, const IMessageContextRef& Context )
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{
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MessageEndpoint->Send(new FAutomationWorkerPong(), Context->GetSender());
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}
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void FAutomationWorkerModule::HandleResetTests( const FAutomationWorkerResetTests& Message, const IMessageContextRef& Context )
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{
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FAutomationTestFramework::GetInstance().ResetTests();
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}
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void FAutomationWorkerModule::HandleRequestTestsMessage( const FAutomationWorkerRequestTests& Message, const IMessageContextRef& Context )
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{
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FAutomationTestFramework::GetInstance().LoadTestModules();
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FAutomationTestFramework::GetInstance().SetDeveloperDirectoryIncluded(Message.DeveloperDirectoryIncluded);
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FAutomationTestFramework::GetInstance().SetRequestedTestFilter(Message.RequestedTestFlags);
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FAutomationTestFramework::GetInstance().GetValidTestNames( TestInfo );
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SendTests(Context->GetSender());
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}
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void FAutomationWorkerModule::HandlePreTestingEvent()
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{
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#if WITH_ENGINE
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if (!GIsEditor && GEngine->GameViewport)
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{
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GEngine->GameViewport->OnScreenshotCaptured().AddRaw(this, &FAutomationWorkerModule::HandleScreenShotCaptured);
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}
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//Register the editor screen shot callback
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FAutomationTestFramework::GetInstance().OnScreenshotCaptured().BindRaw(this, &FAutomationWorkerModule::HandleScreenShotCapturedWithName);
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#endif
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}
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void FAutomationWorkerModule::HandlePostTestingEvent()
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{
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#if WITH_ENGINE
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if (!GIsEditor && GEngine->GameViewport)
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{
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GEngine->GameViewport->OnScreenshotCaptured().RemoveAll(this);
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}
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//Register the editor screen shot callback
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FAutomationTestFramework::GetInstance().OnScreenshotCaptured().BindRaw(this, &FAutomationWorkerModule::HandleScreenShotCapturedWithName);
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#endif
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}
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#if WITH_ENGINE
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void FAutomationWorkerModule::HandleScreenShotCaptured(int32 Width, int32 Height, const TArray<FColor>& Bitmap)
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{
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FString Filename = FScreenshotRequest::GetFilename();
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HandleScreenShotCapturedWithName(Width, Height, Bitmap, Filename);
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}
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void FAutomationWorkerModule::HandleScreenShotCapturedWithName(int32 Width, int32 Height, const TArray<FColor>& Bitmap, const FString& ScreenShotName)
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{
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if( FAutomationTestFramework::GetInstance().IsScreenshotAllowed() )
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{
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int32 NewHeight = Height;
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int32 NewWidth = Width;
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TArray<FColor> ScaledBitmap;
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if( FAutomationTestFramework::GetInstance().ShouldUseFullSizeScreenshots() )
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{
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ScaledBitmap = Bitmap;
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//Clear the alpha channel before saving
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for ( int32 Index = 0; Index < Width*Height; Index++ )
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{
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ScaledBitmap[Index].A = 255;
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}
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}
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else
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{
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//Set the thumbnail size
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NewHeight = 128;
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NewWidth = 256;
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// Create and save the thumbnail
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FImageUtils::CropAndScaleImage(Width, Height, NewWidth, NewHeight, Bitmap, ScaledBitmap);
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}
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TArray<uint8> CompressedBitmap;
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FImageUtils::CompressImageArray(NewWidth, NewHeight, ScaledBitmap, CompressedBitmap);
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// Send the screen shot if we have a target
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if( TestRequesterAddress.IsValid() )
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{
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FAutomationWorkerScreenImage* Message = new FAutomationWorkerScreenImage();
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FString SFilename = ScreenShotName;
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Message->ScreenShotName = SFilename;
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Message->ScreenImage = CompressedBitmap;
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MessageEndpoint->Send(Message, TestRequesterAddress);
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}
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else
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{
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//Save locally
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const bool bTree = true;
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const FString FileName = FPaths::RootDir() + ScreenShotName;
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IFileManager::Get().MakeDirectory( *FPaths::GetPath(FileName), bTree );
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FFileHelper::SaveArrayToFile( CompressedBitmap, *FileName );
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}
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}
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}
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#endif
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void FAutomationWorkerModule::HandleRunTestsMessage( const FAutomationWorkerRunTests& Message, const IMessageContextRef& Context )
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{
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ExecutionCount = Message.ExecutionCount;
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TestName = Message.TestName;
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BeautifiedTestName = Message.BeautifiedTestName;
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bSendAnalytics = Message.bSendAnalytics;
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TestRequesterAddress = Context->GetSender();
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FAutomationTestFramework::GetInstance().SetScreenshotOptions(Message.bScreenshotsEnabled, Message.bUseFullSizeScreenShots);
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// Always allow the first network command to execute
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bExecuteNextNetworkCommand = true;
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// We are not executing network command sub-commands right now
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bExecutingNetworkCommandResults = false;
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FAutomationTestFramework::GetInstance().StartTestByName(Message.TestName, Message.RoleIndex);
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}
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//dispatches analytics events to the data collector
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void FAutomationWorkerModule::SendAnalyticsEvents(TArray<FString>& InAnalyticsItems)
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{
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for (int32 i = 0; i < InAnalyticsItems.Num(); ++i)
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{
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FString EventString = InAnalyticsItems[i];
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if( EventString.EndsWith( TEXT( ",PERF" ) ) )
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{
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// Chop the ",PERF" off the end
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EventString = EventString.Left( EventString.Len() - 5 );
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FAutomationPerformanceSnapshot PerfSnapshot;
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PerfSnapshot.FromCommaDelimitedString( EventString );
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RecordPerformanceAnalytics( PerfSnapshot );
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}
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}
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}
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void FAutomationWorkerModule::RecordPerformanceAnalytics( const FAutomationPerformanceSnapshot& PerfSnapshot )
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{
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// @todo: Pass in additional performance capture data from incoming FAutomationPerformanceSnapshot!
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FAutomationAnalytics::FireEvent_FPSCapture(PerfSnapshot);
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}
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#undef LOCTEXT_NAMESPACE
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