Files
UnrealEngineUWP/Engine/Source/Editor/UnrealEd/Private/Commandlets/ParticleSystemAuditCommandlet.cpp
Bob Tellez b980bd69a8 [AUTOMERGE]
#UE4 Provided a way to provide an output folder for ParticleSystemAudit. -AuditOutputFolder=SomeFolder

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2498864 by Bob.Tellez on 2015/04/01 14:25:20.

[CL 2498865 by Bob Tellez in Main branch]
2015-04-01 14:25:43 -04:00

720 lines
23 KiB
C++

// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
#include "UnrealEd.h"
#include "Runtime/Engine/Public/ObjectEditorUtils.h"
#include "Runtime/Engine/Classes/Particles/ParticleEmitter.h"
#include "Runtime/Engine/Classes/Particles/ParticleModuleRequired.h"
#include "Runtime/Engine/Classes/Particles/Color/ParticleModuleColorScaleOverLife.h"
#include "Runtime/Engine/Classes/Particles/Collision/ParticleModuleCollision.h"
#include "Runtime/Engine/Classes/Particles/Spawn/ParticleModuleSpawn.h"
#include "Runtime/AssetRegistry/Public/AssetRegistryModule.h"
#include "Particles/ParticleLODLevel.h"
#include "Distributions/DistributionFloatConstant.h"
#include "Distributions/DistributionVectorConstant.h"
DEFINE_LOG_CATEGORY_STATIC(LogParticleSystemAuditCommandlet, Log, All);
UParticleSystemAuditCommandlet::UParticleSystemAuditCommandlet(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
HighSpawnRateOrBurstThreshold = 35.f;
FarLODDistanceTheshold = 3000.f;
}
int32 UParticleSystemAuditCommandlet::Main(const FString& Params)
{
if (!FParse::Value(*Params, TEXT("AuditOutputFolder="), AuditOutputFolder))
{
// No output folder specified. Use the default folder.
AuditOutputFolder = FPaths::GameSavedDir() / TEXT("Audit");
}
// Add a timestamp to the folder
AuditOutputFolder /= FDateTime::Now().ToString();
ProcessParticleSystems();
DumpResults();
return 0;
}
bool UParticleSystemAuditCommandlet::ProcessParticleSystems()
{
FAssetRegistryModule& AssetRegistryModule = FModuleManager::GetModuleChecked<FAssetRegistryModule>(TEXT("AssetRegistry"));
IAssetRegistry& AssetRegistry = AssetRegistryModule.Get();
AssetRegistry.SearchAllAssets(true);
TArray<FAssetData> AssetList;
AssetRegistry.GetAssetsByClass(UParticleSystem::StaticClass()->GetFName(), AssetList);
double StartProcessParticleSystemsTime = FPlatformTime::Seconds();
// Find all level placed particle systems with:
// - Single LOD level
// - No fixed bounds
// - LODLevel Mismatch
// - Kismet referenced & auto-activate set
// Iterate over the list and check each system for *no* lod
//
const FString DevelopersFolder = FPackageName::FilenameToLongPackageName(FPaths::GameDevelopersDir().LeftChop(1));
FString LastPackageName = TEXT("");
int32 PackageSwitches = 0;
UPackage* CurrentPackage = NULL;
for (const FAssetData& AssetIt : AssetList)
{
const FString PSysName = AssetIt.ObjectPath.ToString();
const FString PackageName = AssetIt.PackageName.ToString();
if ( PackageName.StartsWith(DevelopersFolder) )
{
// Skip developer folders
continue;
}
if (PackageName != LastPackageName)
{
UPackage* Package = ::LoadPackage(NULL, *PackageName, LOAD_None);
if (Package != NULL)
{
LastPackageName = PackageName;
Package->FullyLoad();
CurrentPackage = Package;
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to load package %s processing %s"), *PackageName, *PSysName);
CurrentPackage = NULL;
}
}
const FString ShorterPSysName = AssetIt.AssetName.ToString();
UParticleSystem* PSys = FindObject<UParticleSystem>(CurrentPackage, *ShorterPSysName);
if (PSys != NULL)
{
bool bInvalidLOD = false;
bool bSingleLOD = false;
bool bFoundEmitter = false;
bool bMissingMaterial = false;
bool bHasConstantColorScaleOverLife = false;
bool bHasCollisionEnabled = false;
bool bHasHighSpawnRateOrBurst = false;
int32 ConstantColorScaleOverLifeCount = 0;
for (int32 EmitterIdx = 0; EmitterIdx < PSys->Emitters.Num(); EmitterIdx++)
{
UParticleEmitter* Emitter = PSys->Emitters[EmitterIdx];
if (Emitter != NULL)
{
if (Emitter->LODLevels.Num() == 0)
{
bInvalidLOD = true;
}
else if (Emitter->LODLevels.Num() == 1)
{
bSingleLOD = true;
}
bFoundEmitter = true;
for (int32 LODIdx = 0; LODIdx < Emitter->LODLevels.Num(); LODIdx++)
{
UParticleLODLevel* LODLevel = Emitter->LODLevels[LODIdx];
if (LODLevel != NULL)
{
if (LODLevel->RequiredModule != NULL)
{
if (LODLevel->RequiredModule->Material == NULL)
{
bMissingMaterial = true;
}
}
for (int32 ModuleIdx = 0; ModuleIdx < LODLevel->Modules.Num(); ModuleIdx++)
{
UParticleModule* Module = LODLevel->Modules[ModuleIdx];
if ( UParticleModuleColorScaleOverLife* CSOLModule = Cast<UParticleModuleColorScaleOverLife>(Module) )
{
UDistributionFloatConstant* FloatConst = Cast<UDistributionFloatConstant>(CSOLModule->AlphaScaleOverLife.Distribution);
UDistributionVectorConstant* VectorConst = Cast<UDistributionVectorConstant>(CSOLModule->ColorScaleOverLife.Distribution);
if ((FloatConst != NULL) && (VectorConst != NULL))
{
bHasConstantColorScaleOverLife = true;
ConstantColorScaleOverLifeCount++;
}
}
else if ( UParticleModuleCollision* CollisionModule = Cast<UParticleModuleCollision>(Module) )
{
if (CollisionModule->bEnabled == true)
{
bHasCollisionEnabled = true;
}
}
else if (UParticleModuleSpawn* SpawnModule = Cast<UParticleModuleSpawn>(Module))
{
if ( !bHasHighSpawnRateOrBurst )
{
if ( UDistributionFloatConstant* ConstantDistribution = Cast<UDistributionFloatConstant>(SpawnModule->Rate.Distribution) )
{
if ( ConstantDistribution->Constant > HighSpawnRateOrBurstThreshold )
{
bHasHighSpawnRateOrBurst = true;
}
}
for ( const FParticleBurst& Burst : SpawnModule->BurstList )
{
if ( Burst.Count > HighSpawnRateOrBurstThreshold )
{
bHasHighSpawnRateOrBurst = true;
}
}
}
}
}
}
}
}
}
// Note all PSystems w/ a high constant spawn rate or burst count...
if ( bHasHighSpawnRateOrBurst )
{
ParticleSystemsWithHighSpawnRateOrBurst.Add(PSys->GetPathName());
}
// Note all PSystems w/ a far LOD distance...
for ( float LODDistance : PSys->LODDistances )
{
if (LODDistance > FarLODDistanceTheshold)
{
ParticleSystemsWithFarLODDistance.Add(PSys->GetPathName());
break;
}
}
// Note all PSystems w/ no emitters...
if (PSys->Emitters.Num() == 0)
{
ParticleSystemsWithNoEmitters.Add(PSys->GetPathName());
}
// Note all missing material case PSystems...
if (bMissingMaterial == true)
{
ParticleSystemsWithMissingMaterials.Add(PSys->GetPathName());
}
// Note all PSystems that have at least one emitter w/ constant ColorScaleOverLife modules...
if (bHasConstantColorScaleOverLife == true)
{
ParticleSystemsWithConstantColorScaleOverLife.Add(PSys->GetPathName());
ParticleSystemsWithConstantColorScaleOverLifeCounts.Add(PSys->GetPathName(), ConstantColorScaleOverLifeCount);
}
// Note all PSystems that have at least one emitter w/ an enabled collision module...
if (bHasCollisionEnabled == true)
{
ParticleSystemsWithCollisionEnabled.Add(PSys->GetPathName());
}
// Note all 0 LOD case PSystems...
if (bInvalidLOD == true)
{
ParticleSystemsWithNoLODs.Add(PSys->GetPathName());
}
// Note all single LOD case PSystems...
if (bSingleLOD == true)
{
ParticleSystemsWithSingleLOD.Add(PSys->GetPathName());
}
// Note all non-fixed bound PSystems...
if (PSys->bUseFixedRelativeBoundingBox == false)
{
ParticleSystemsWithoutFixedBounds.Add(PSys->GetPathName());
}
// Note all bOrientZAxisTowardCamera systems
if (PSys->bOrientZAxisTowardCamera == true)
{
ParticleSystemsWithOrientZAxisTowardCamera.Add(PSys->GetPathName());
}
if ((PSys->LODMethod == PARTICLESYSTEMLODMETHOD_Automatic) &&
(bInvalidLOD == false) && (bSingleLOD == false) &&
(PSys->LODDistanceCheckTime == 0.0f))
{
ParticleSystemsWithBadLODCheckTimes.Add(PSys->GetPathName());
}
// Find LOD mistmatches - looping & non looping, etc.
CheckPSysForLODMismatches(PSys);
// Find duplicate module information
CheckPSysForDuplicateModules(PSys);
if (LastPackageName.Len() > 0)
{
if (LastPackageName != PSys->GetOutermost()->GetName())
{
LastPackageName = PSys->GetOutermost()->GetName();
PackageSwitches++;
}
}
else
{
LastPackageName = PSys->GetOutermost()->GetName();
}
if (PackageSwitches > 10)
{
::CollectGarbage(RF_Native);
PackageSwitches = 0;
}
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to load particle system %s"), *PSysName);
}
}
// Probably don't need to do this, but just in case we have any 'hanging' packages
// and more processing steps are added later, let's clean up everything...
::CollectGarbage(RF_Native);
double ProcessParticleSystemsTime = FPlatformTime::Seconds() - StartProcessParticleSystemsTime;
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Took %5.3f seconds to process referenced particle systems..."), ProcessParticleSystemsTime);
return true;
}
/**
* Check the given ParticleSystem for LOD mismatch issues
*
* @param InPSys The particle system to check
*/
void UParticleSystemAuditCommandlet::CheckPSysForLODMismatches(UParticleSystem* InPSys)
{
if (InPSys == NULL)
{
return;
}
// Process it...
bool bHasIntraLoopingMismatch = false;
bool bHasInterLoopingMismatch = false;
bool bHasMultipleLODLevels = true;
TArray<int32> InterEmitterCompare;
TArray<bool> EmitterLODLevelEnabledFlags;
FParticleSystemLODInfo* LODInfo = NULL;
EmitterLODLevelEnabledFlags.Empty(InPSys->Emitters.Num());
EmitterLODLevelEnabledFlags.AddZeroed(InPSys->Emitters.Num());
for (int32 EmitterIdx = 0; (EmitterIdx < InPSys->Emitters.Num()); EmitterIdx++)
{
UParticleEmitter* Emitter = InPSys->Emitters[EmitterIdx];
if (Emitter != NULL)
{
int32 EmitterLooping = -1;
for (int32 LODIdx = 0; (LODIdx < Emitter->LODLevels.Num()); LODIdx++)
{
UParticleLODLevel* LODLevel = Emitter->LODLevels[LODIdx];
if (LODLevel != NULL)
{
if (LODIdx == 0)
{
EmitterLODLevelEnabledFlags[EmitterIdx] = LODLevel->bEnabled;
}
else
{
if (EmitterLODLevelEnabledFlags[EmitterIdx] != LODLevel->bEnabled)
{
// MISMATCH
if (LODInfo == NULL)
{
LODInfo = new FParticleSystemLODInfo();
LODInfo->LODMethod = ParticleSystemLODMethod(InPSys->LODMethod);
}
LODInfo->EmittersWithDisableLODMismatch.AddUnique(EmitterIdx);
}
}
}
if ((LODLevel != NULL) && (LODLevel->bEnabled == true))
{
int32 CheckEmitterLooping = FMath::Min<int32>(LODLevel->RequiredModule->EmitterLoops, 1);
if (EmitterIdx == 0)
{
InterEmitterCompare.Add(CheckEmitterLooping);
}
else
{
if (InterEmitterCompare[LODIdx] != -1)
{
if (InterEmitterCompare[LODIdx] != CheckEmitterLooping)
{
if (LODInfo == NULL)
{
LODInfo = new FParticleSystemLODInfo();
LODInfo->LODMethod = ParticleSystemLODMethod(InPSys->LODMethod);
}
LODInfo->bHasInterLoopingMismatch = true;
}
}
else
{
InterEmitterCompare[LODIdx] = CheckEmitterLooping;
}
}
if (EmitterLooping == -1)
{
EmitterLooping = CheckEmitterLooping;
}
else
{
if (EmitterLooping != CheckEmitterLooping)
{
if (LODInfo == NULL)
{
LODInfo = new FParticleSystemLODInfo();
LODInfo->LODMethod = ParticleSystemLODMethod(InPSys->LODMethod);
}
LODInfo->bHasIntraLoopingMismatch = true;
}
}
}
else
{
if (EmitterIdx == 0)
{
InterEmitterCompare.Add(-1);
}
}
}
}
}
// If there was an LOD info mismatch, add it to the list...
if (LODInfo != NULL)
{
ParticleSystemsWithLODLevelIssues.Add(InPSys->GetPathName(), *LODInfo);
delete LODInfo;
}
}
/**
* Determine the given ParticleSystems duplicate module information
*
* @param InPSys The particle system to check
*/
void UParticleSystemAuditCommandlet::CheckPSysForDuplicateModules(UParticleSystem* InPSys)
{
if (InPSys == NULL)
{
return;
}
FParticleSystemDuplicateModuleInfo* DupInfo = PSysDuplicateModuleInfo.Find(InPSys->GetPathName());
if (DupInfo == NULL)
{
// Compare all the particle modules in the array
TMap<UClass*,TMap<UParticleModule*,int32> > ClassToModulesMap;
TMap<UParticleModule*,int32> AllModulesArray;
for (int32 EmitterIdx = 0; EmitterIdx < InPSys->Emitters.Num(); EmitterIdx++)
{
UParticleEmitter* Emitter = InPSys->Emitters[EmitterIdx];
if (Emitter != NULL)
{
for (int32 LODIdx = 0; LODIdx < Emitter->LODLevels.Num(); LODIdx++)
{
UParticleLODLevel* LODLevel = Emitter->LODLevels[LODIdx];
if (LODLevel != NULL)
{
for (int32 ModuleIdx = -1; ModuleIdx < LODLevel->Modules.Num(); ModuleIdx++)
{
UParticleModule* Module = NULL;
if (ModuleIdx == -1)
{
Module = LODLevel->SpawnModule;
}
else
{
Module = LODLevel->Modules[ModuleIdx];
}
if (Module != NULL)
{
if (AllModulesArray.Find(Module) == NULL)
{
FArchiveCountMem ModuleMemCount(Module);
int32 ModuleSize = ModuleMemCount.GetMax();
AllModulesArray.Add(Module, ModuleSize);
}
TMap<UParticleModule*,int32>* ModuleList = ClassToModulesMap.Find(Module->GetClass());
if (ModuleList == NULL)
{
TMap<UParticleModule*,int32> TempModuleList;
ClassToModulesMap.Add(Module->GetClass(), TempModuleList);
ModuleList = ClassToModulesMap.Find(Module->GetClass());
}
check(ModuleList);
int32* ModuleCount = ModuleList->Find(Module);
if (ModuleCount == NULL)
{
int32 TempModuleCount = 0;
ModuleList->Add(Module, TempModuleCount);
ModuleCount = ModuleList->Find(Module);
}
check(ModuleCount);
}
}
}
}
}
}
// Now we have a list of module classes and the modules they contain
TMap<UParticleModule*, TArray<UParticleModule*> > DuplicateModules;
TMap<UParticleModule*,bool> FoundAsADupeModules;
for (TMap<UClass*,TMap<UParticleModule*,int32> >::TIterator ModClassIt(ClassToModulesMap); ModClassIt; ++ModClassIt)
{
UClass* ModuleClass = ModClassIt.Key();
TMap<UParticleModule*,int32>& ModuleMap = ModClassIt.Value();
if (ModuleMap.Num() > 1)
{
// There is more than one of this module, so see if there are dupes...
TArray<UParticleModule*> ModuleArray;
for (TMap<UParticleModule*,int32>::TIterator ModuleIt(ModuleMap); ModuleIt; ++ModuleIt)
{
ModuleArray.Add(ModuleIt.Key());
}
// For each module, see if it it a duplicate of another
for (int32 ModuleIdx = 0; ModuleIdx < ModuleArray.Num(); ModuleIdx++)
{
UParticleModule* SourceModule = ModuleArray[ModuleIdx];
if (FoundAsADupeModules.Find(SourceModule) == NULL)
{
for (int32 InnerModuleIdx = ModuleIdx + 1; InnerModuleIdx < ModuleArray.Num(); InnerModuleIdx++)
{
UParticleModule* CheckModule = ModuleArray[InnerModuleIdx];
bool bIsDifferent = false;
if (FoundAsADupeModules.Find(CheckModule) == NULL)
{
FName CascadeCategory(TEXT("Cascade"));
// Copy non component properties from the old actor to the new actor
for (UProperty* Property = ModuleClass->PropertyLink; Property != NULL; Property = Property->PropertyLinkNext)
{
bool bIsTransient = (Property->PropertyFlags & CPF_Transient) != 0;
bool bIsEditorOnly = (Property->PropertyFlags & CPF_EditorOnly) != 0;
bool bIsCascade = (FObjectEditorUtils::GetCategoryFName(Property) == CascadeCategory);
if (!bIsTransient && !bIsEditorOnly && !bIsCascade)
{
bool bIsIdentical = Property->Identical_InContainer(SourceModule, CheckModule, 0, PPF_DeepComparison);
if (bIsIdentical == false)
{
bIsDifferent = true;
}
}
else
{
}
}
}
if (bIsDifferent == false)
{
TArray<UParticleModule*>* DupedModules = DuplicateModules.Find(SourceModule);
if (DupedModules == NULL)
{
TArray<UParticleModule*> TempDupedModules;
DuplicateModules.Add(SourceModule, TempDupedModules);
DupedModules = DuplicateModules.Find(SourceModule);
}
check(DupedModules);
DupedModules->AddUnique(CheckModule);
FoundAsADupeModules.Add(CheckModule, true);
}
}
}
}
}
}
if (DuplicateModules.Num() > 0)
{
FParticleSystemDuplicateModuleInfo TempDupInfo;
PSysDuplicateModuleInfo.Add(InPSys->GetPathName(), TempDupInfo);
DupInfo = PSysDuplicateModuleInfo.Find(InPSys->GetPathName());
DupInfo->ModuleCount = AllModulesArray.Num();
DupInfo->ModuleMemory = 0;
int32 DupeMemory = 0;
for (TMap<UParticleModule*,int32>::TIterator ModuleIt(AllModulesArray); ModuleIt; ++ModuleIt)
{
int32 ModuleSize = ModuleIt.Value();
DupInfo->ModuleMemory += ModuleSize;
if (FoundAsADupeModules.Find(ModuleIt.Key()) != NULL)
{
DupeMemory += ModuleSize;
}
}
DupInfo->RemovedDuplicateCount = FoundAsADupeModules.Num();
DupInfo->RemovedDuplicateMemory = DupeMemory;
}
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Already processed PSys for duplicate module information: %s"), *(InPSys->GetPathName()));
}
}
/** Dump the results of the audit */
void UParticleSystemAuditCommandlet::DumpResults()
{
// Dump all the simple mappings...
DumpSimplePSysSet(ParticleSystemsWithNoLODs, TEXT("PSysNoLOD"));
DumpSimplePSysSet(ParticleSystemsWithSingleLOD, TEXT("PSysSingleLOD"));
DumpSimplePSysSet(ParticleSystemsWithoutFixedBounds, TEXT("PSysNoFixedBounds"));
DumpSimplePSysSet(ParticleSystemsWithBadLODCheckTimes, TEXT("PSysBadLODCheckTimes"));
DumpSimplePSysSet(ParticleSystemsWithMissingMaterials, TEXT("PSysMissingMaterial"));
DumpSimplePSysSet(ParticleSystemsWithNoEmitters, TEXT("PSysNoEmitters"));
DumpSimplePSysSet(ParticleSystemsWithCollisionEnabled, TEXT("PSysCollisionEnabled"));
DumpSimplePSysSet(ParticleSystemsWithConstantColorScaleOverLife, TEXT("PSysConstantColorScale"));
DumpSimplePSysSet(ParticleSystemsWithOrientZAxisTowardCamera, TEXT("PSysOrientZTowardsCamera"));
DumpSimplePSysSet(ParticleSystemsWithHighSpawnRateOrBurst, TEXT("PSysHighSpawnRateOrBurst"));
DumpSimplePSysSet(ParticleSystemsWithFarLODDistance, TEXT("PSysFarLODDistance"));
FArchive* OutputStream;
// Dump out the particle systems w/ disabled LOD level mismatches...
const TCHAR* ConstColorScaleCountsName = TEXT("PSysConstColorScaleCounts");
OutputStream = GetOutputFile(ConstColorScaleCountsName);
if (OutputStream != NULL)
{
UE_LOG(LogParticleSystemAuditCommandlet, Log, TEXT("Dumping '%s' results..."), ConstColorScaleCountsName);
OutputStream->Logf(TEXT("Particle System,ModuleCount"));
for (TMap<FString,int32>::TIterator DumpIt(ParticleSystemsWithConstantColorScaleOverLifeCounts); DumpIt; ++DumpIt)
{
FString PSysName = DumpIt.Key();
int32& Count = DumpIt.Value();
OutputStream->Logf(TEXT("%s,%d"), *PSysName, Count);
}
OutputStream->Close();
delete OutputStream;
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to open ConstColorScaleCounts file %s"), ConstColorScaleCountsName);
}
// Dump out the particle systems w/ disabled LOD level mismatches...
const TCHAR* LODIssuesName = TEXT("PSysLODIssues");
OutputStream = GetOutputFile(LODIssuesName);
if (OutputStream != NULL)
{
UE_LOG(LogParticleSystemAuditCommandlet, Log, TEXT("Dumping '%s' results..."), LODIssuesName);
OutputStream->Logf(TEXT("Particle System,LOD Method,InterLoop,IntraLoop,Emitters with mismatched LOD enabled"));
for (TMap<FString,FParticleSystemLODInfo>::TIterator DumpIt(ParticleSystemsWithLODLevelIssues); DumpIt; ++DumpIt)
{
FString PSysName = DumpIt.Key();
FParticleSystemLODInfo& LODInfo = DumpIt.Value();
FString Output = FString::Printf(TEXT("%s,%s,%s,%s"), *PSysName,
(LODInfo.LODMethod == PARTICLESYSTEMLODMETHOD_Automatic) ? TEXT("AUTO") :
((LODInfo.LODMethod == PARTICLESYSTEMLODMETHOD_ActivateAutomatic) ? TEXT("AUTOACTIVATE") : TEXT("DIRECTSET")),
LODInfo.bHasInterLoopingMismatch ? TEXT("Y") : TEXT("N"),
LODInfo.bHasIntraLoopingMismatch ? TEXT("Y") : TEXT("N"));
for (int32 EmitterIdx = 0; EmitterIdx < LODInfo.EmittersWithDisableLODMismatch.Num(); EmitterIdx++)
{
Output += FString::Printf(TEXT(",%d"), LODInfo.EmittersWithDisableLODMismatch[EmitterIdx]);
}
OutputStream->Logf(*Output);
}
OutputStream->Close();
delete OutputStream;
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to open LODIssues file %s"), LODIssuesName);
}
// Dump out the duplicate module findings...
const TCHAR* DuplicateModulesName = TEXT("PSysDuplicateModules");
OutputStream = GetOutputFile(DuplicateModulesName);
if (OutputStream != NULL)
{
UE_LOG(LogParticleSystemAuditCommandlet, Log, TEXT("Dumping '%s' results..."), DuplicateModulesName);
OutputStream->Logf(TEXT("Particle System,Module Count,Module Memory,Duplicate Count,Duplicate Memory"));
for (TMap<FString,FParticleSystemDuplicateModuleInfo>::TIterator DupeIt(PSysDuplicateModuleInfo); DupeIt; ++DupeIt)
{
FString PSysName = DupeIt.Key();
FParticleSystemDuplicateModuleInfo& DupeInfo = DupeIt.Value();
OutputStream->Logf(TEXT("%s,%d,%d,%d,%d"), *PSysName,
DupeInfo.ModuleCount, DupeInfo.ModuleMemory,
DupeInfo.RemovedDuplicateCount, DupeInfo.RemovedDuplicateMemory);
}
OutputStream->Close();
delete OutputStream;
}
else
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to open DuplicateModule file %s"), DuplicateModulesName);
}
}
/**
* Dump the give list of particle systems to an audit CSV file...
*
* @param InPSysMap The particle system map to dump
* @param InFilename The name for the output file (short name)
*
* @return bool true if successful, false if not
*/
bool UParticleSystemAuditCommandlet::DumpSimplePSysSet(TSet<FString>& InPSysSet, const TCHAR* InShortFilename)
{
return DumpSimpleSet(InPSysSet, InShortFilename, TEXT("ParticleSystem"));
}
bool UParticleSystemAuditCommandlet::DumpSimpleSet(TSet<FString>& InSet, const TCHAR* InShortFilename, const TCHAR* InObjectClassName)
{
if (InSet.Num() > 0)
{
check(InShortFilename != NULL);
check(InObjectClassName != NULL);
FArchive* OutputStream = GetOutputFile(InShortFilename);
if (OutputStream != NULL)
{
UE_LOG(LogParticleSystemAuditCommandlet, Log, TEXT("Dumping '%s' results..."), InShortFilename);
OutputStream->Logf(TEXT("%s,..."), InObjectClassName);
for (TSet<FString>::TIterator DumpIt(InSet); DumpIt; ++DumpIt)
{
FString ObjName = *DumpIt;
OutputStream->Logf(TEXT("%s"), *ObjName);
}
OutputStream->Close();
delete OutputStream;
}
else
{
return false;
}
}
return true;
}
FArchive* UParticleSystemAuditCommandlet::GetOutputFile(const TCHAR* InShortFilename)
{
const FString Filename = FString::Printf(TEXT("%s/%s.csv"), *AuditOutputFolder, InShortFilename);
FArchive* OutputStream = IFileManager::Get().CreateDebugFileWriter(*Filename);
if (OutputStream == NULL)
{
UE_LOG(LogParticleSystemAuditCommandlet, Warning, TEXT("Failed to create output stream %s"), *Filename);
}
return OutputStream;
}